{
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  "generatedAt": "2026-09-11T06:56:10.479Z",
  "game": "poe2",
  "status": "authoritative-client-mechanics-catalog",
  "sourceFingerprint": "3820befcda3325be9f2306f8d23c452c4cb2bd2c1adecaeadd054ff4f1031b2b",
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    "client": {
      "archiveReadOnly": true,
      "clientPatchWebRootBuild": "4.5.5.1",
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        "hashPolicy": "Content.ggpk SHA-256 omitted due to archive size; every extracted payload is SHA-256 hashed.",
        "mtimeNs": 1784620380213622000,
        "mtimeUtc": "2026-07-21T07:53:00.213622+00:00"
      },
      "kind": "explicitly-authorized-live-poe2-content-ggpk"
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    "tables": {
      "BuffDefinitions": {
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        "rows": 3218,
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        "rows": 27281,
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        "rows": 1147,
        "sha256": "5fa46c86beee3cd4247d8faba97ffad7ed1e5ef6ca43bd88666a10666015dce9"
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        "rows": 1191,
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        "rows": 637,
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      "label": "local GGPK extraction report",
      "sha256": "72ea9d3e7715fc20e42229c849b63c3396af56cf72dedd54e4ebd5d957504480"
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    "tableExportReport": {
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    "selection": {
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  "contract": {
    "definitionOwner": "GGPK Data/BuffDefinitions.datc64",
    "skillOwner": "GGPK Data/SkillGems.datc64 plus the exact GrantedEffect/ActiveSkill chain",
    "effectLineOwner": "GGPK CSD stat-description grammars",
    "availabilityPolicy": "Client presence is not proof of current drop or unlock availability. Every skill card remains explicitly client-present / availability-unresolved.",
    "authoredFallbackPolicy": "An authored summary is allowed only where the selected BuffDefinitions row has an empty Description. The row identity and the fallback are both labeled in provenance."
  },
  "counts": {
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    "entries": 54,
    "entriesWithRawGgpkDescriptions": 39,
    "entriesWithActiveSkillDescriptions": 12,
    "entriesWithLabeledFallbackDescriptions": 3,
    "skillCards": 210,
    "supportCards": 32,
    "cardsWithPublishedArt": 242,
    "cardsAvailabilityUnresolved": 242,
    "cardsWithStructuredHints": 238,
    "cardsWithPartialReviewHints": 91,
    "resolvedHintTags": 918
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  "sections": [
    {
      "id": "charges",
      "label": "Charges",
      "summary": "The three core POE2 charge counters and the skills that explicitly generate, consume, or reference them.",
      "entries": [
        {
          "id": "power_charge",
          "title": "Power Charges",
          "description": "You have Power Charges. These can interact with or augment certain skills and effects.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 32,
            "id": "power_charge",
            "rawName": "Power Charges",
            "rawDescription": "You have Power Charges. These can interact with or augment certain skills and effects.",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-57",
              "name": "Falling Thunder",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · Slam · Projectile · RangedAttack · ProjectilesNotFromUser",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a7c326d7255782f8ce1c46c3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/455acb1bb82e4220a5855929.webp",
              "description": "Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.",
              "descriptionMarkup": "Suffuse your [Quarterstaff|Quarterstaff] with electrical energy, then [Slam] the ground to deal damage in a large cone in front of you. Consumes your [Charges|Power Charges] to fire [Lightning|Lightning] [Projectile|Projectiles] forwards from the impact.",
              "explicitMods": [
                {
                  "line": "Cone length is 4 metres",
                  "short": "Cone length is 4 metres",
                  "maxLine": "Cone length is 4 metres",
                  "maxShort": "Cone length is 4 metres",
                  "q20Line": "Cone length is 4 metres",
                  "q20Short": "Cone length is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/falling_thunder.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Lightning damage",
                  "short": "Converts 60% of Physical damage to Lightning damage",
                  "maxLine": "Converts 60% of Physical damage to Lightning damage",
                  "maxShort": "Converts 60% of Physical damage to Lightning damage",
                  "q20Line": "Converts 60% of Physical damage to Lightning damage",
                  "q20Short": "Converts 60% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "50% more Damage per Power Charge Consumed",
                  "short": "50% more Damage per Power Charge Consumed",
                  "maxLine": "50% more Damage per Power Charge Consumed",
                  "maxShort": "50% more Damage per Power Charge Consumed",
                  "q20Line": "50% more Damage per Power Charge Consumed",
                  "q20Short": "50% more Damage per Power Charge Consumed",
                  "ggpkStatIds": [
                    "lightning_strike_damage_+%_final_per_power_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/falling_thunder.csd"
                },
                {
                  "line": "100% more Damage if a Power Charge was Consumed",
                  "short": "100% more Damage if a Power Charge was Consumed",
                  "maxLine": "100% more Damage if a Power Charge was Consumed",
                  "maxShort": "100% more Damage if a Power Charge was Consumed",
                  "q20Line": "100% more Damage if a Power Charge was Consumed",
                  "q20Short": "100% more Damage if a Power Charge was Consumed",
                  "ggpkStatIds": [
                    "lightning_strike_damage_+%_final_when_charged"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/falling_thunder.csd"
                },
                {
                  "line": "Fires 3 Projectiles per Power Charge Consumed",
                  "short": "Fires 3 Projectiles per Power Charge Consumed",
                  "maxLine": "Fires 3 Projectiles per Power Charge Consumed",
                  "maxShort": "Fires 3 Projectiles per Power Charge Consumed",
                  "q20Line": "Fires 3 Projectiles per Power Charge Consumed",
                  "q20Short": "Fires 3 Projectiles per Power Charge Consumed",
                  "ggpkStatIds": [
                    "lightning_strike_base_number_of_projectiles_per_power_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/falling_thunder.csd"
                },
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage per Power Charge Consumed",
                  "short": "(0 - 20)% more Damage per Power Charge Consumed",
                  "maxLine": "(0 - 20)% more Damage per Power Charge Consumed",
                  "maxShort": "(0 - 20)% more Damage per Power Charge Consumed",
                  "q20Line": "(0 - 20)% more Damage per Power Charge Consumed",
                  "q20Short": "(0 - 20)% more Damage per Power Charge Consumed",
                  "ggpkStatIds": [
                    "lightning_strike_damage_+%_final_per_power_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/falling_thunder.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "Slam",
                "Projectile",
                "RangedAttack",
                "ProjectilesNotFromUser",
                "Lightning",
                "ConsumesCharges",
                "SkillConsumesPowerChargesOnUse",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "quarterstaff",
                  "label": "Quarterstaff",
                  "source": "Quarterstaff",
                  "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                  "url": "https://poe2db.tw/us/Quarterstaves",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "intelligence",
                      "label": "Intelligence",
                      "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Intelligence",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 13,
                    "end": 40,
                    "raw": "[Quarterstaff|Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  },
                  {
                    "start": 70,
                    "end": 76,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 150,
                    "end": 173,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 182,
                    "end": 203,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 204,
                    "end": 228,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 30,
                    "end": 53,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 62,
                    "end": 73,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:57",
                "baseItemId": "Metadata/Items/Gems/SkillGemFallingThunder",
                "activeSkillId": "falling_thunder",
                "grantedEffectId": "FallingThunderPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/falling_thunder.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkLightningStrike.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/LightningStrikeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-34",
              "name": "Flicker Strike",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · MeleeSingleTarget · Area · ConsumesCharges · SkillConsumesPowerChargesOnUse",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/69151a7a523555bb2302b6c5.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1db8ad642ecd11e9ae722db5.webp",
              "description": "Teleport to an enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.",
              "descriptionMarkup": "Teleport to an enemy and [Strike] them. Consumes [Charges|Power Charges] to perform additional teleporting [Strike|Strikes] on nearby enemies.",
              "explicitMods": [
                {
                  "line": "Teleports and Strikes 2 additional times per Power Charge, with 285% more Attack Speed",
                  "short": "Teleports and Strikes 2 additional times per Power Charge, with 285% more Attack Speed",
                  "maxLine": "Teleports and Strikes 2 additional times per Power Charge, with 285% more Attack Speed",
                  "maxShort": "Teleports and Strikes 2 additional times per Power Charge, with 285% more Attack Speed",
                  "q20Line": "Teleports and Strikes 2 additional times per Power Charge, with 285% more Attack Speed",
                  "q20Short": "Teleports and Strikes 2 additional times per Power Charge, with 285% more Attack Speed",
                  "ggpkStatIds": [
                    "flicker_strike_additional_flickers_from_power_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "You cannot gain Power Charges while using this Skill",
                  "short": "You cannot gain Power Charges while using this Skill",
                  "maxLine": "You cannot gain Power Charges while using this Skill",
                  "maxShort": "You cannot gain Power Charges while using this Skill",
                  "q20Line": "You cannot gain Power Charges while using this Skill",
                  "q20Short": "You cannot gain Power Charges while using this Skill",
                  "ggpkStatIds": [
                    "cannot_gain_power_charges_during_skill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Critical Hit Chance",
                  "short": "(0 - 20)% more Critical Hit Chance",
                  "maxLine": "(0 - 20)% more Critical Hit Chance",
                  "maxShort": "(0 - 20)% more Critical Hit Chance",
                  "q20Line": "(0 - 20)% more Critical Hit Chance",
                  "q20Short": "(0 - 20)% more Critical Hit Chance",
                  "ggpkStatIds": [
                    "active_skill_critical_strike_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "MeleeSingleTarget",
                "Area",
                "ConsumesCharges",
                "SkillConsumesPowerChargesOnUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 25,
                    "end": 33,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 72,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 107,
                    "end": 123,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 33,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 68,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 84,
                    "end": 100,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:34",
                "baseItemId": "Metadata/Items/Gems/SkillGemFlickerStrike",
                "activeSkillId": "flicker_strike",
                "grantedEffectId": "FlickerStrikePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkFlickerStrikeTeleport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FlickerStrikeTeleportSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-58",
              "name": "Power Siphon",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Totemable · Trappable · Mineable · UsableWhileMoving · Damage · GeneratesCharges",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/7b0dc5db6c0fbef588a63745.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.",
              "descriptionMarkup": "Attempt to rip the lifeforce from an enemy. Enemies within [CullingStrike|Culling] range will be highlighted and instantly killed on [Hit], granting a [Charges|Power Charge]. Can only target Enemies in [CullingStrike|Culling] range.",
              "explicitMods": [
                {
                  "line": "Deals (3 - 109) to (5 - 202) Physical Damage",
                  "short": "Deals (3 - 109) to (5 - 202) Physical Damage",
                  "maxLine": "Deals (3 - 109) to (5 - 202) Physical Damage",
                  "maxShort": "Deals (3 - 109) to (5 - 202) Physical Damage",
                  "q20Line": "Deals (3 - 109) to (5 - 202) Physical Damage",
                  "q20Short": "Deals (3 - 109) to (5 - 202) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/power_siphon.csd"
                },
                {
                  "line": "(0 - 76)% chance to grant an additional Power Charge on Cull",
                  "short": "(0 - 76)% chance to grant an additional Power Charge on Cull",
                  "maxLine": "(0 - 76)% chance to grant an additional Power Charge on Cull",
                  "maxShort": "(0 - 76)% chance to grant an additional Power Charge on Cull",
                  "q20Line": "(0 - 76)% chance to grant an additional Power Charge on Cull",
                  "q20Short": "(0 - 76)% chance to grant an additional Power Charge on Cull",
                  "ggpkStatIds": [
                    "chance_to_gain_1_more_charge_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/power_siphon.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% chance to grant an additional Power Charge on Cull",
                  "short": "(0 - 10)% chance to grant an additional Power Charge on Cull",
                  "maxLine": "(0 - 10)% chance to grant an additional Power Charge on Cull",
                  "maxShort": "(0 - 10)% chance to grant an additional Power Charge on Cull",
                  "q20Line": "(0 - 10)% chance to grant an additional Power Charge on Cull",
                  "q20Short": "(0 - 10)% chance to grant an additional Power Charge on Cull",
                  "ggpkStatIds": [
                    "chance_to_gain_1_more_charge_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/power_siphon.csd"
                }
              ],
              "tags": [
                "Spell",
                "Totemable",
                "Trappable",
                "Mineable",
                "UsableWhileMoving",
                "Damage",
                "GeneratesCharges",
                "Physical"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "culling_strike",
                  "label": "Culling",
                  "source": "Culling_Strike",
                  "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                  "url": "https://poe2db.tw/Culling_Strike",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 59,
                    "end": 82,
                    "raw": "[CullingStrike|Culling]",
                    "leftKey": "CullingStrike",
                    "label": "Culling",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 133,
                    "end": 138,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 151,
                    "end": 173,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 202,
                    "end": 225,
                    "raw": "[CullingStrike|Culling]",
                    "leftKey": "CullingStrike",
                    "label": "Culling",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 44,
                    "end": 66,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:58",
                "baseItemId": "Metadata/Items/Gems/SkillGemPowerSiphon",
                "activeSkillId": "power_siphon",
                "grantedEffectId": "PowerSiphonPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/power_siphon.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PowerSiphonWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-23",
              "name": "Raise Zombie",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · MinionsCanExplode · Totemable · CreatesMinion · UsableWhileMoving · Duration · TargetsDestructibleCorpses",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b29bd09a00b03737c44b0ee0.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/648be26e58ec5893ceff32d4.webp",
              "description": "Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered and also create two additional non-empowered Zombies.",
              "descriptionMarkup": "Consume a [Corpse|Corpse] or [Charges|Power Charge] to create a short-lived Zombie. Zombies created from [Charges|Power Charges] are [Empowered] and also create two additional non-empowered Zombies.",
              "explicitMods": [
                {
                  "line": "Zombie duration is 20 seconds",
                  "short": "Zombie duration is 20 seconds",
                  "maxLine": "Zombie duration is 20 seconds",
                  "maxShort": "Zombie duration is 20 seconds",
                  "q20Line": "Zombie duration is 20 seconds",
                  "q20Short": "Zombie duration is 20 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/raise_zombie.csd"
                },
                {
                  "line": "Empowered Zombies take 30% less damage",
                  "short": "Empowered Zombies take 30% less damage",
                  "maxLine": "Empowered Zombies take 30% less damage",
                  "maxShort": "Empowered Zombies take 30% less damage",
                  "q20Line": "Empowered Zombies take 30% less damage",
                  "q20Short": "Empowered Zombies take 30% less damage",
                  "ggpkStatIds": [
                    "power_charged_zombie_damage_taken_-%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/raise_zombie.csd"
                },
                {
                  "line": "Empowered Zombies deal (100 - 253)% more damage with Hits",
                  "short": "Empowered Zombies deal (100 - 253)% more damage with Hits",
                  "maxLine": "Empowered Zombies deal (100 - 253)% more damage with Hits",
                  "maxShort": "Empowered Zombies deal (100 - 253)% more damage with Hits",
                  "q20Line": "Empowered Zombies deal (100 - 253)% more damage with Hits",
                  "q20Short": "Empowered Zombies deal (100 - 253)% more damage with Hits",
                  "ggpkStatIds": [
                    "power_charged_zombie_hit_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/raise_zombie.csd"
                },
                {
                  "line": "Empowered Zombies have 25% more movement speed",
                  "short": "Empowered Zombies have 25% more movement speed",
                  "maxLine": "Empowered Zombies have 25% more movement speed",
                  "maxShort": "Empowered Zombies have 25% more movement speed",
                  "q20Line": "Empowered Zombies have 25% more movement speed",
                  "q20Short": "Empowered Zombies have 25% more movement speed",
                  "ggpkStatIds": [
                    "power_charged_zombie_movement_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/raise_zombie.csd"
                },
                {
                  "line": "Limit 10 Raised Zombies",
                  "short": "Limit 10 Raised Zombies",
                  "maxLine": "Limit 10 Raised Zombies",
                  "maxShort": "Limit 10 Raised Zombies",
                  "q20Line": "Limit 10 Raised Zombies",
                  "q20Short": "Limit 10 Raised Zombies",
                  "ggpkStatIds": [
                    "base_number_of_zombies_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 25)% increased effect of Empowerment on Raised Zombies",
                  "short": "(0 - 25)% increased effect of Empowerment on Raised Zombies",
                  "maxLine": "(0 - 25)% increased effect of Empowerment on Raised Zombies",
                  "maxShort": "(0 - 25)% increased effect of Empowerment on Raised Zombies",
                  "q20Line": "(0 - 25)% increased effect of Empowerment on Raised Zombies",
                  "q20Short": "(0 - 25)% increased effect of Empowerment on Raised Zombies",
                  "ggpkStatIds": [
                    "raise_zombie_empowerment_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/raise_zombie.csd"
                }
              ],
              "tags": [
                "Minion",
                "MinionsCanExplode",
                "Totemable",
                "CreatesMinion",
                "UsableWhileMoving",
                "Duration",
                "TargetsDestructibleCorpses",
                "Physical",
                "ConsumesCharges",
                "Limit",
                "SkillConsumesPowerChargesOnUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "corpse",
                  "label": "Corpse",
                  "source": "Corpse",
                  "description": "Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.",
                  "url": "https://poe2db.tw/us/Corpses",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "empowered",
                  "label": "Empowered",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 25,
                    "raw": "[Corpse|Corpse]",
                    "leftKey": "Corpse",
                    "label": "Corpse",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 29,
                    "end": 51,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 105,
                    "end": 128,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 133,
                    "end": 144,
                    "raw": "[Empowered]",
                    "leftKey": "Empowered",
                    "label": "Empowered",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 35,
                    "end": 43,
                    "raw": "[Corpse]",
                    "leftKey": "Corpse",
                    "label": "Corpse",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 47,
                    "end": 69,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:23",
                "baseItemId": "Metadata/Items/Gems/SkillGemRaiseZombie",
                "activeSkillId": "raise_zombie",
                "grantedEffectId": "RaiseZombiePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/raise_zombie.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WitchRaiseZombie.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchRaiseZombieSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1072",
              "name": "Abyssal Apparition",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Triggerable · Triggered · InbuiltTrigger · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/38a23626188eea03fb3e84d3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Consume a Power Charge when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with Channelling Spells, Spells with a Cooldown, Triggered Spells, Spells granted by items, or Spells which already consume a Power Charge. This Skill is not directly Supportable.",
              "descriptionMarkup": "Consume a [Charges|Power Charge] when you cast a damaging [Spell] to trigger an Abyssal Apparition who will also cast that same [Spell] for you. Does not work with [Channelling] Spells, Spells with a Cooldown, [Trigger|Triggered] Spells, Spells granted by items, or Spells which already consume a [Charges|Power Charge]. This Skill is not directly Supportable.",
              "explicitMods": [
                {
                  "line": "Spells cast by Apparition deal (50 - 60)% less Damage",
                  "short": "Spells cast by Apparition deal (50 - 60)% less Damage",
                  "maxLine": "Spells cast by Apparition deal (50 - 60)% less Damage",
                  "maxShort": "Spells cast by Apparition deal (50 - 60)% less Damage",
                  "q20Line": "Spells cast by Apparition deal (50 - 60)% less Damage",
                  "q20Short": "Spells cast by Apparition deal (50 - 60)% less Damage",
                  "ggpkStatIds": [
                    "damage_+%_final_from_lich_apparition_cloned_skill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Spell",
                "Triggerable",
                "Triggered",
                "InbuiltTrigger",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "channelling",
                  "label": "Channelling",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "triggered_skills",
                  "label": "Triggered",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 10,
                    "end": 32,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 58,
                    "end": 65,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 128,
                    "end": 135,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 164,
                    "end": 177,
                    "raw": "[Channelling]",
                    "leftKey": "Channelling",
                    "label": "Channelling",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 210,
                    "end": 229,
                    "raw": "[Trigger|Triggered]",
                    "leftKey": "Trigger",
                    "label": "Triggered",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 297,
                    "end": 319,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1072",
                "baseItemId": "Metadata/Items/Gem/SkillGemTriggeredAbyssalApparition",
                "activeSkillId": "abyssal_apparition",
                "grantedEffectId": "TriggeredAbyssalApparitionPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/AbyssalLichApparitionSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-382",
              "name": "Bonestorm",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Channel · Projectile · Physical · UsableWhileMoving · Area · ConsumesCharges",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/03e770bab42ef0b12dcc54ed.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f43c960fefaee02c67923fb4.webp",
              "description": "Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.",
              "descriptionMarkup": "[Channelling|Channel] to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel [Impale|Impales] enemies [Hit], causing subsequent [Attack] [Hit|Hits] against those targets to deal extra damage. Consumes your [Charges|Power Charges] to cause much larger explosions.",
              "explicitMods": [
                {
                  "line": "Deals (4 - 116) to (7 - 175) Physical Damage",
                  "short": "Deals (4 - 116) to (7 - 175) Physical Damage",
                  "maxLine": "Deals (4 - 116) to (7 - 175) Physical Damage",
                  "maxShort": "Deals (4 - 116) to (7 - 175) Physical Damage",
                  "q20Line": "Deals (4 - 116) to (7 - 175) Physical Damage",
                  "q20Short": "Deals (4 - 116) to (7 - 175) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_0.csd"
                },
                {
                  "line": "Can fire up to 20 Projectiles",
                  "short": "Can fire up to 20 Projectiles",
                  "maxLine": "Can fire up to 20 Projectiles",
                  "maxShort": "Can fire up to 20 Projectiles",
                  "q20Line": "Can fire up to 20 Projectiles",
                  "q20Short": "Can fire up to 20 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_allowed_bone_storm_projectiles"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_0.csd"
                },
                {
                  "line": "Modifiers to cast speed also affect this skill's cost",
                  "short": "Modifiers to cast speed also affect this skill's cost",
                  "maxLine": "Modifiers to cast speed also affect this skill's cost",
                  "maxShort": "Modifiers to cast speed also affect this skill's cost",
                  "q20Line": "Modifiers to cast speed also affect this skill's cost",
                  "q20Short": "Modifiers to cast speed also affect this skill's cost",
                  "ggpkStatIds": [
                    "cast_speed_modifiers_apply_to_over_time_cost"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "200% more Impale Magnitude",
                  "short": "200% more Impale Magnitude",
                  "maxLine": "200% more Impale Magnitude",
                  "maxShort": "200% more Impale Magnitude",
                  "q20Line": "200% more Impale Magnitude",
                  "q20Short": "200% more Impale Magnitude",
                  "ggpkStatIds": [
                    "active_skill_impale_magnitude_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Impale on Spell Hit",
                  "short": "Impale on Spell Hit",
                  "maxLine": "Impale on Spell Hit",
                  "maxShort": "Impale on Spell Hit",
                  "q20Line": "Impale on Spell Hit",
                  "q20Short": "Impale on Spell Hit",
                  "ggpkStatIds": [
                    "spells_impale_on_hit_%_chance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Deals (3 - 89) to (5 - 134) Physical Damage",
                  "short": "Deals (3 - 89) to (5 - 134) Physical Damage",
                  "maxLine": "Deals (3 - 89) to (5 - 134) Physical Damage",
                  "maxShort": "Deals (3 - 89) to (5 - 134) Physical Damage",
                  "q20Line": "Deals (3 - 89) to (5 - 134) Physical Damage",
                  "q20Short": "Deals (3 - 89) to (5 - 134) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_1.csd"
                },
                {
                  "line": "Explosion radius is 0.5 metres",
                  "short": "Explosion radius is 0.5 metres",
                  "maxLine": "Explosion radius is 0.5 metres",
                  "maxShort": "Explosion radius is 0.5 metres",
                  "q20Line": "Explosion radius is 0.5 metres",
                  "q20Short": "Explosion radius is 0.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_1.csd"
                },
                {
                  "line": "40% more Area of Effect per Power Charge Consumed",
                  "short": "40% more Area of Effect per Power Charge Consumed",
                  "maxLine": "40% more Area of Effect per Power Charge Consumed",
                  "maxShort": "40% more Area of Effect per Power Charge Consumed",
                  "q20Line": "40% more Area of Effect per Power Charge Consumed",
                  "q20Short": "40% more Area of Effect per Power Charge Consumed",
                  "ggpkStatIds": [
                    "bone_spear_power_charged_aoe_+%_final_per_additional_power_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_1.csd"
                },
                {
                  "line": "+0.7 metres to explosion radius if a Power Charge was Consumed",
                  "short": "+0.7 metres to explosion radius if a Power Charge was Consumed",
                  "maxLine": "+0.7 metres to explosion radius if a Power Charge was Consumed",
                  "maxShort": "+0.7 metres to explosion radius if a Power Charge was Consumed",
                  "q20Line": "+0.7 metres to explosion radius if a Power Charge was Consumed",
                  "q20Short": "+0.7 metres to explosion radius if a Power Charge was Consumed",
                  "ggpkStatIds": [
                    "bone_spear_power_charged_aoe_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% more Cast Speed",
                  "short": "(0 - 10)% more Cast Speed",
                  "maxLine": "(0 - 10)% more Cast Speed",
                  "maxShort": "(0 - 10)% more Cast Speed",
                  "q20Line": "(0 - 10)% more Cast Speed",
                  "q20Short": "(0 - 10)% more Cast Speed",
                  "ggpkStatIds": [
                    "active_skill_cast_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Channel",
                "Projectile",
                "Physical",
                "UsableWhileMoving",
                "Area",
                "ConsumesCharges",
                "Damage",
                "SkillConsumesPowerChargesOnUse",
                "Necrotic",
                "Totemable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "channelling",
                  "label": "Channel",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "impale",
                  "label": "Impales",
                  "source": "Impale",
                  "description": "Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude .\nSubsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.\nA maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.",
                  "url": "https://poe2db.tw/Impale",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 21,
                    "raw": "[Channelling|Channel]",
                    "leftKey": "Channelling",
                    "label": "Channel",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 143,
                    "raw": "[Impale|Impales]",
                    "leftKey": "Impale",
                    "label": "Impales",
                    "canonicalKey": "impale",
                    "resolved": true
                  },
                  {
                    "start": 152,
                    "end": 157,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 178,
                    "end": 186,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 187,
                    "end": 197,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 256,
                    "end": 279,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:382",
                "baseItemId": "Metadata/Items/Gem/SkillGemBonestorm",
                "activeSkillId": "bonestorm",
                "grantedEffectId": "BonestormPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bonestorm/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WitchBoneStorm.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchBoneStormSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-692",
              "name": "Charge Regulation",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/14ae4524ec2902ae20b13246.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8ced7464b1c620a410174499.webp",
              "description": "While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.",
              "descriptionMarkup": "While active, you gain powerful [Buff|Buffs] based on your active [Charges]. However, maintaining the [Buff] Consumes [Charges] every few seconds.",
              "explicitMods": [
                {
                  "line": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "short": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "maxLine": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "maxShort": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "q20Line": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "q20Short": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "ggpkStatIds": [
                    "charge_mastery_crit_chance_+%_final_with_power_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "short": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "maxLine": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "maxShort": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "q20Line": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "q20Short": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "ggpkStatIds": [
                    "charge_mastery_armour_evasion_energy_shield_+%_final_with_endurance_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "short": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "maxLine": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "maxShort": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "q20Line": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "q20Short": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "ggpkStatIds": [
                    "charge_mastery_skill_speed_+%_with_frenzy_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "Consumes one of each Charge every 10 seconds",
                  "short": "Consumes one of each Charge every 10 seconds",
                  "maxLine": "Consumes one of each Charge every 10 seconds",
                  "maxShort": "Consumes one of each Charge every 10 seconds",
                  "q20Line": "Consumes one of each Charge every 10 seconds",
                  "q20Short": "Consumes one of each Charge every 10 seconds",
                  "ggpkStatIds": [
                    "consume_frenzy_power_and_endurance_charge_every_x_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "short": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "maxLine": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "maxShort": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "q20Line": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "q20Short": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "ggpkStatIds": [
                    "consume_frenzy_power_and_endurance_charge_every_x_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 32,
                    "end": 44,
                    "raw": "[Buff|Buffs]",
                    "leftKey": "Buff",
                    "label": "Buffs",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 66,
                    "end": 75,
                    "raw": "[Charges]",
                    "leftKey": "Charges",
                    "label": "Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 102,
                    "end": 108,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 118,
                    "end": 127,
                    "raw": "[Charges]",
                    "leftKey": "Charges",
                    "label": "Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:692",
                "baseItemId": "Metadata/Items/Gem/SkillGemChargeInfusion",
                "activeSkillId": "charge_regulation",
                "grantedEffectId": "ChargeRegulationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ChargeMasteryDeath.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ChargeMasterySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-376",
              "name": "Charged Staff",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · Buff · ConsumesCharges · SkillConsumesPowerChargesOnUse · HasUsageCondition · RequiresCharges",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4da4e45050d9248328668c09.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/36a59805c730525e6b273e0f.webp",
              "description": "Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.",
              "descriptionMarkup": "Consume all [Charges|Power Charges] to charge your [Quarterstaff|Quarterstaff] with electricity, adding [Lightning|Lightning] damage and a [Lightning|Lightning] shockwave to your [Quarterstaff|Quarterstaff] [Attack|Attacks]. Reusing this skill while the [Buff] is active adds to the [Buff]'s duration and damage.",
              "explicitMods": [
                {
                  "line": "Buff grants 1 to (2 - 22) Added Quarterstaff Attack Lightning damage per Power Charge Consumed, up to your maximum Power Charges",
                  "short": "Buff grants 1 to (2 - 22) Added Quarterstaff Attack Lightning damage per Power Charge Consumed, up to your maximum Power Charges",
                  "maxLine": "Buff grants 1 to (2 - 22) Added Quarterstaff Attack Lightning damage per Power Charge Consumed, up to your maximum Power Charges",
                  "maxShort": "Buff grants 1 to (2 - 22) Added Quarterstaff Attack Lightning damage per Power Charge Consumed, up to your maximum Power Charges",
                  "q20Line": "Buff grants 1 to (2 - 22) Added Quarterstaff Attack Lightning damage per Power Charge Consumed, up to your maximum Power Charges",
                  "q20Short": "Buff grants 1 to (2 - 22) Added Quarterstaff Attack Lightning damage per Power Charge Consumed, up to your maximum Power Charges",
                  "ggpkStatIds": [
                    "charged_staff_attack_minimum_added_lightning_damage_per_stack",
                    "charged_staff_attack_maximum_added_lightning_damage_per_stack"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charged_staff.csd"
                },
                {
                  "line": "Buff duration is 6 seconds per Power Charge Consumed",
                  "short": "Buff duration is 6 seconds per Power Charge Consumed",
                  "maxLine": "Buff duration is 6 seconds per Power Charge Consumed",
                  "maxShort": "Buff duration is 6 seconds per Power Charge Consumed",
                  "q20Line": "Buff duration is 6 seconds per Power Charge Consumed",
                  "q20Short": "Buff duration is 6 seconds per Power Charge Consumed",
                  "ggpkStatIds": [
                    "charged_staff_buff_duration_per_stack_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charged_staff.csd"
                },
                {
                  "line": "Wave length is 5 metres",
                  "short": "Wave length is 5 metres",
                  "maxLine": "Wave length is 5 metres",
                  "maxShort": "Wave length is 5 metres",
                  "q20Line": "Wave length is 5 metres",
                  "q20Short": "Wave length is 5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charged_staff_shockwave.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Lightning damage",
                  "short": "Converts 80% of Physical damage to Lightning damage",
                  "maxLine": "Converts 80% of Physical damage to Lightning damage",
                  "maxShort": "Converts 80% of Physical damage to Lightning damage",
                  "q20Line": "Converts 80% of Physical damage to Lightning damage",
                  "q20Short": "Converts 80% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Skill Effect Duration",
                  "short": "(0 - 20)% increased Skill Effect Duration",
                  "maxLine": "(0 - 20)% increased Skill Effect Duration",
                  "maxShort": "(0 - 20)% increased Skill Effect Duration",
                  "q20Line": "(0 - 20)% increased Skill Effect Duration",
                  "q20Short": "(0 - 20)% increased Skill Effect Duration",
                  "ggpkStatIds": [
                    "skill_effect_duration_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "Buff",
                "ConsumesCharges",
                "SkillConsumesPowerChargesOnUse",
                "HasUsageCondition",
                "RequiresCharges",
                "Lightning"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "quarterstaff",
                  "label": "Quarterstaff",
                  "source": "Quarterstaff",
                  "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                  "url": "https://poe2db.tw/us/Quarterstaves",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "intelligence",
                      "label": "Intelligence",
                      "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Intelligence",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 12,
                    "end": 35,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 51,
                    "end": 78,
                    "raw": "[Quarterstaff|Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  },
                  {
                    "start": 104,
                    "end": 125,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 139,
                    "end": 160,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 179,
                    "end": 206,
                    "raw": "[Quarterstaff|Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  },
                  {
                    "start": 207,
                    "end": 223,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 254,
                    "end": 260,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 283,
                    "end": 289,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 12,
                    "end": 35,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 51,
                    "end": 78,
                    "raw": "[Quarterstaff|Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:376",
                "baseItemId": "Metadata/Items/Gems/SkillGemChargedStaff",
                "activeSkillId": "charged_staff",
                "grantedEffectId": "ChargedStaffPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/charged_staff.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkChargedStaff.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ChargedStaffSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-993",
              "name": "Devour",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · TargetsDestructibleCorpses · Melee · Area · Movement · Shapeshift · Wyvern",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0d21802bd0d2f84530ae7969.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/293f3732032a836d6b1987f1.webp",
              "description": "Shapeshift into a Wyvern and devour a Corpse or Cullable enemy, and additional nearby Corpses. For each enemy or corpse devoured, you regenerate life and gain a Power Charge. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a Slam.",
              "descriptionMarkup": "[Shapeshift] into a [Wyvern] and devour a [Corpse] or [CullingStrike|Cullable] enemy, and additional nearby [Corpse|Corpses]. For each enemy or corpse devoured, you regenerate life and gain a [Charges|Power Charge]. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a [Slam].",
              "explicitMods": [
                {
                  "line": "Impact radius is 1.8 metres",
                  "short": "Impact radius is 1.8 metres",
                  "maxLine": "Impact radius is 1.8 metres",
                  "maxShort": "Impact radius is 1.8 metres",
                  "q20Line": "Impact radius is 1.8 metres",
                  "q20Short": "Impact radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_devour.csd"
                },
                {
                  "line": "Regenerates (10 - 337) life per enemy or Corpse consumed over 1 second",
                  "short": "Regenerates (10 - 337) life per enemy or Corpse consumed over 1 second",
                  "maxLine": "Regenerates (10 - 337) life per enemy or Corpse consumed over 1 second",
                  "maxShort": "Regenerates (10 - 337) life per enemy or Corpse consumed over 1 second",
                  "q20Line": "Regenerates (10 - 337) life per enemy or Corpse consumed over 1 second",
                  "q20Short": "Regenerates (10 - 337) life per enemy or Corpse consumed over 1 second",
                  "ggpkStatIds": [
                    "wyvern_devour_life_restoration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_devour.csd"
                },
                {
                  "line": "Consumes up to 2 additional Corpses near the target",
                  "short": "Consumes up to 2 additional Corpses near the target",
                  "maxLine": "Consumes up to 2 additional Corpses near the target",
                  "maxShort": "Consumes up to 2 additional Corpses near the target",
                  "q20Line": "Consumes up to 2 additional Corpses near the target",
                  "q20Short": "Consumes up to 2 additional Corpses near the target",
                  "ggpkStatIds": [
                    "wyvern_devour_max_extra_corpses_to_consume"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_devour.csd"
                },
                {
                  "line": "Up to +0.5 seconds to Total Attack Time based on distance travelled",
                  "short": "Up to +0.5 seconds to Total Attack Time based on distance travelled",
                  "maxLine": "Up to +0.5 seconds to Total Attack Time based on distance travelled",
                  "maxShort": "Up to +0.5 seconds to Total Attack Time based on distance travelled",
                  "q20Line": "Up to +0.5 seconds to Total Attack Time based on distance travelled",
                  "q20Short": "Up to +0.5 seconds to Total Attack Time based on distance travelled",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption",
                  "short": "(0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption",
                  "maxLine": "(0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption",
                  "maxShort": "(0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption",
                  "q20Line": "(0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption",
                  "q20Short": "(0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption",
                  "ggpkStatIds": [
                    "wyvern_devour_flask_charm_charge_gain_chance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_devour.csd"
                }
              ],
              "tags": [
                "Attack",
                "TargetsDestructibleCorpses",
                "Melee",
                "Area",
                "Movement",
                "Shapeshift",
                "Wyvern",
                "GeneratesCharges",
                "Jumping",
                "Slam",
                "GamepadDoNotForceSkillAtLocation",
                "Triggerable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "wyvern_form",
                  "label": "Wyvern",
                  "source": "Wyvern_Form",
                  "description": "Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.\nWhile in Wyvern form, you gain:\n• 50% increased Stun Threshold\n• 50% increased Elemental Ailment Threshold\n• 50% faster start of Energy Shield Recharge",
                  "url": "https://poe2db.tw/Wyvern_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "stunthreshold",
                      "label": "StunThreshold",
                      "description": "Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.",
                      "url": "https://poe2db.tw/us/Player_Stun_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fasteresrechargestart",
                      "label": "FasterESRechargeStart",
                      "description": "Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.",
                      "url": "https://poe2db.tw/us/Faster_Start_of_Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": [
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "corpse",
                  "label": "Corpse",
                  "source": "Corpse",
                  "description": "Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.",
                  "url": "https://poe2db.tw/us/Corpses",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "culling_strike",
                  "label": "Cullable",
                  "source": "Culling_Strike",
                  "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                  "url": "https://poe2db.tw/Culling_Strike",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 50,
                    "raw": "[Corpse]",
                    "leftKey": "Corpse",
                    "label": "Corpse",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 54,
                    "end": 78,
                    "raw": "[CullingStrike|Cullable]",
                    "leftKey": "CullingStrike",
                    "label": "Cullable",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 108,
                    "end": 124,
                    "raw": "[Corpse|Corpses]",
                    "leftKey": "Corpse",
                    "label": "Corpses",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 214,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 379,
                    "end": 385,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 50,
                    "raw": "[Corpse]",
                    "leftKey": "Corpse",
                    "label": "Corpse",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 54,
                    "end": 78,
                    "raw": "[CullingStrike|Cullable]",
                    "leftKey": "CullingStrike",
                    "label": "Cullable",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 104,
                    "end": 126,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:993",
                "baseItemId": "Metadata/Items/Gem/SkillGemWyvernDevour",
                "activeSkillId": "wyvern_devour",
                "grantedEffectId": "WyvernDevourPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_devour.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidDevourShock.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidDevourShockSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-980",
              "name": "Flame Breath",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Damage · Shapeshift · Attack · Fire · Area · Duration · CreatesGroundEffect",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ef42cba74ce2ef75bcd7d39c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b439cb42875f94eaea208248.webp",
              "description": "Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.",
              "descriptionMarkup": "[Shapeshift] into a [Wyvern] and take to the skies, immolating enemies with a jet of fire. [Channelling] ends after a short amount of time but can be prolonged by spending [Rage]. Consumes a [Charges|Power Charge] if possible to [Empowered|Empower] the Skill, [Gain|Gaining] extra [Lightning] damage and spending [Rage] more slowly.",
              "explicitMods": [
                {
                  "line": "Immolation radius is 2 metres",
                  "short": "Immolation radius is 2 metres",
                  "maxLine": "Immolation radius is 2 metres",
                  "maxShort": "Immolation radius is 2 metres",
                  "q20Line": "Immolation radius is 2 metres",
                  "q20Short": "Immolation radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_flame_breath.csd"
                },
                {
                  "line": "Empowered Flame Breath Gains 50% of damage as Lightning damage",
                  "short": "Empowered Flame Breath Gains 50% of damage as Lightning damage",
                  "maxLine": "Empowered Flame Breath Gains 50% of damage as Lightning damage",
                  "maxShort": "Empowered Flame Breath Gains 50% of damage as Lightning damage",
                  "q20Line": "Empowered Flame Breath Gains 50% of damage as Lightning damage",
                  "q20Short": "Empowered Flame Breath Gains 50% of damage as Lightning damage",
                  "ggpkStatIds": [
                    "wyvern_devour_empowered_flame_breath_base_all_damage_%_to_gain_as_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_flame_breath.csd"
                },
                {
                  "line": "Empowered Flame Breath costs 50% less Rage per second",
                  "short": "Empowered Flame Breath costs 50% less Rage per second",
                  "maxLine": "Empowered Flame Breath costs 50% less Rage per second",
                  "maxShort": "Empowered Flame Breath costs 50% less Rage per second",
                  "q20Line": "Empowered Flame Breath costs 50% less Rage per second",
                  "q20Short": "Empowered Flame Breath costs 50% less Rage per second",
                  "ggpkStatIds": [
                    "wyvern_devour_empowered_flame_breath_rage_consumption_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_flame_breath.csd"
                },
                {
                  "line": "Ignites from a single use of this Skill Compound",
                  "short": "Ignites from a single use of this Skill Compound",
                  "maxLine": "Ignites from a single use of this Skill Compound",
                  "maxShort": "Ignites from a single use of this Skill Compound",
                  "q20Line": "Ignites from a single use of this Skill Compound",
                  "q20Short": "Ignites from a single use of this Skill Compound",
                  "ggpkStatIds": [
                    "active_skill_compounding_ignites"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Inflicts 200% more Flammability Magnitude",
                  "short": "Inflicts 200% more Flammability Magnitude",
                  "maxLine": "Inflicts 200% more Flammability Magnitude",
                  "maxShort": "Inflicts 200% more Flammability Magnitude",
                  "q20Line": "Inflicts 200% more Flammability Magnitude",
                  "q20Short": "Inflicts 200% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "60% less Ignite Magnitude",
                  "short": "60% less Ignite Magnitude",
                  "maxLine": "60% less Ignite Magnitude",
                  "maxShort": "60% less Ignite Magnitude",
                  "q20Line": "60% less Ignite Magnitude",
                  "q20Short": "60% less Ignite Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Rage cost is ignored for first 4 seconds of Channelling",
                  "short": "Rage cost is ignored for first 4 seconds of Channelling",
                  "maxLine": "Rage cost is ignored for first 4 seconds of Channelling",
                  "maxShort": "Rage cost is ignored for first 4 seconds of Channelling",
                  "q20Line": "Rage cost is ignored for first 4 seconds of Channelling",
                  "q20Short": "Rage cost is ignored for first 4 seconds of Channelling",
                  "ggpkStatIds": [
                    "channelled_skill_suppress_ongoing_rage_cost_for_first_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Cannot gain Rage while using this Skill",
                  "short": "Cannot gain Rage while using this Skill",
                  "maxLine": "Cannot gain Rage while using this Skill",
                  "maxShort": "Cannot gain Rage while using this Skill",
                  "q20Line": "Cannot gain Rage while using this Skill",
                  "q20Short": "Cannot gain Rage while using this Skill",
                  "ggpkStatIds": [
                    "skill_cannot_gain_rage_during_use"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Rage cost is ignored for an additional (0 - 1) second",
                  "short": "Rage cost is ignored for an additional (0 - 1) second",
                  "maxLine": "Rage cost is ignored for an additional (0 - 1) second",
                  "maxShort": "Rage cost is ignored for an additional (0 - 1) second",
                  "q20Line": "Rage cost is ignored for an additional (0 - 1) second",
                  "q20Short": "Rage cost is ignored for an additional (0 - 1) second",
                  "ggpkStatIds": [
                    "channelled_skill_suppress_ongoing_rage_cost_for_first_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Damage",
                "Shapeshift",
                "Attack",
                "Fire",
                "Area",
                "Duration",
                "CreatesGroundEffect",
                "UsableWhileMoving",
                "Sustained",
                "ConsumesRage",
                "Wyvern",
                "Channel",
                "Cooldown",
                "ManualCooldownConsumption",
                "SkillConsumesPowerChargesOnUse",
                "ConsumesCharges",
                "Detonator"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "wyvern_form",
                  "label": "Wyvern",
                  "source": "Wyvern_Form",
                  "description": "Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.\nWhile in Wyvern form, you gain:\n• 50% increased Stun Threshold\n• 50% increased Elemental Ailment Threshold\n• 50% faster start of Energy Shield Recharge",
                  "url": "https://poe2db.tw/Wyvern_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "stunthreshold",
                      "label": "StunThreshold",
                      "description": "Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.",
                      "url": "https://poe2db.tw/us/Player_Stun_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fasteresrechargestart",
                      "label": "FasterESRechargeStart",
                      "description": "Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.",
                      "url": "https://poe2db.tw/us/Faster_Start_of_Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": [
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "channelling",
                  "label": "Channelling",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "rage",
                  "label": "Rage",
                  "source": "Rage",
                  "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                  "url": "https://poe2db.tw/Rage",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "empowered",
                  "label": "Empower",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "gain",
                  "label": "Gaining",
                  "source": "Gain",
                  "description": "Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).\nFor example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.\nDamage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.",
                  "url": "https://poe2db.tw/us/Damage_Gained_as_extra_X",
                  "related": [
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "conversion",
                      "label": "Conversion",
                      "description": "Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.\nFor example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .\nConversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.",
                      "url": "https://poe2db.tw/us/Damage_Conversion",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 91,
                    "end": 104,
                    "raw": "[Channelling]",
                    "leftKey": "Channelling",
                    "label": "Channelling",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 172,
                    "end": 178,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 191,
                    "end": 213,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 229,
                    "end": 248,
                    "raw": "[Empowered|Empower]",
                    "leftKey": "Empowered",
                    "label": "Empower",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 260,
                    "end": 274,
                    "raw": "[Gain|Gaining]",
                    "leftKey": "Gain",
                    "label": "Gaining",
                    "canonicalKey": "gain",
                    "resolved": true
                  },
                  {
                    "start": 281,
                    "end": 292,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 313,
                    "end": 319,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:980",
                "baseItemId": "Metadata/Items/Gem/SkillGemWyvernFlameBreath",
                "activeSkillId": "wyvern_flame_breath",
                "grantedEffectId": "WyvernFlameBreathPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/wyvern_flame_breath.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidFlameBreath.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidFlameBreathSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "You have Power Charges. These can interact with or augment certain skills and effects.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 27,
            "publishedCards": 10,
            "truncated": true,
            "matchTerms": [
              "Power Charge"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "frenzy_charge",
          "title": "Frenzy Charges",
          "description": "You have Frenzy Charges. These can interact with or augment certain skills and effects.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 30,
            "id": "frenzy_charge",
            "rawName": "Frenzy Charges",
            "rawDescription": "You have Frenzy Charges. These can interact with or augment certain skills and effects.",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-90",
              "name": "Barrage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · ModifiesNextSkill · Cooldown · ConsumesCharges · UsableWhileMoving · Buff",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a40f7313a7c97ab123bd1bb1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9fff10223c4a98dbba260353.webp",
              "description": "Ready a volley of arrows or spears, Empowering your next Repeatable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.",
              "descriptionMarkup": "Ready a volley of arrows or spears, [Empowered|Empowering] your next [Repeat|Repeatable] [Bow|Bow] or [Projectile] [Spear|Spear] [Attack|Attack] to [Repeat] multiple times. Consumes your [Charges|Frenzy Charges] on use to add additional repeats.",
              "explicitMods": [
                {
                  "line": "Maximum Buff duration is 5 seconds",
                  "short": "Maximum Buff duration is 5 seconds",
                  "maxLine": "Maximum Buff duration is 5 seconds",
                  "maxShort": "Maximum Buff duration is 5 seconds",
                  "q20Line": "Maximum Buff duration is 5 seconds",
                  "q20Short": "Maximum Buff duration is 5 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/empower_barrage.csd"
                },
                {
                  "line": "(410 - 600)% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds",
                  "short": "(410 - 600)% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds",
                  "maxLine": "(410 - 600)% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds",
                  "maxShort": "(410 - 600)% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds",
                  "q20Line": "(410 - 600)% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds",
                  "q20Short": "(410 - 600)% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds",
                  "ggpkStatIds": [
                    "empower_barrage_cooldown_%_of_attack_time",
                    "empowered_barrage_maximum_cooldown_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Empowered Attacks Repeat +2 times, and a further +1 time per Frenzy Charge consumed",
                  "short": "Empowered Attacks Repeat +2 times, and a further +1 time per Frenzy Charge consumed",
                  "maxLine": "Empowered Attacks Repeat +2 times, and a further +1 time per Frenzy Charge consumed",
                  "maxShort": "Empowered Attacks Repeat +2 times, and a further +1 time per Frenzy Charge consumed",
                  "q20Line": "Empowered Attacks Repeat +2 times, and a further +1 time per Frenzy Charge consumed",
                  "q20Short": "Empowered Attacks Repeat +2 times, and a further +1 time per Frenzy Charge consumed",
                  "ggpkStatIds": [
                    "empower_barrage_base_number_of_barrage_repeats",
                    "empower_barrage_number_of_barrage_repeats_per_frenzy_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Repeats deal 50% less Damage",
                  "short": "Repeats deal 50% less Damage",
                  "maxLine": "Repeats deal 50% less Damage",
                  "maxShort": "Repeats deal 50% less Damage",
                  "q20Line": "Repeats deal 50% less Damage",
                  "q20Short": "Repeats deal 50% less Damage",
                  "ggpkStatIds": [
                    "empower_barrage_damage_-%_final_with_repeated_projectiles",
                    "quality_display_barrage_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Repeats deal (0 - 5)% more Damage",
                  "short": "Repeats deal (0 - 5)% more Damage",
                  "maxLine": "Repeats deal (0 - 5)% more Damage",
                  "maxShort": "Repeats deal (0 - 5)% more Damage",
                  "q20Line": "Repeats deal (0 - 5)% more Damage",
                  "q20Short": "Repeats deal (0 - 5)% more Damage",
                  "ggpkStatIds": [
                    "empower_barrage_damage_-%_final_with_repeated_projectiles",
                    "quality_display_barrage_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "ModifiesNextSkill",
                "Cooldown",
                "ConsumesCharges",
                "UsableWhileMoving",
                "Buff",
                "EmpowersOtherSkill",
                "SkillConsumesFrenzyChargesOnUse",
                "UsableWhileMounted"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "empowered",
                  "label": "Empowering",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "repeat",
                  "label": "Repeatable",
                  "source": "Repeat",
                  "description": "Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.\nTriggered skills, Instant skills, and Channelling skills cannot Repeat.\nSkills take 5% longer to perform for each time they Repeat.",
                  "url": "https://poe2db.tw/us/Repeating_Skills",
                  "related": [
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "bow",
                  "label": "Bow",
                  "source": "Bow",
                  "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                  "url": "https://poe2db.tw/us/Bows",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "quiver",
                      "label": "Quiver",
                      "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                      "url": "https://poe2db.tw/us/Quivers",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 36,
                    "end": 58,
                    "raw": "[Empowered|Empowering]",
                    "leftKey": "Empowered",
                    "label": "Empowering",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 69,
                    "end": 88,
                    "raw": "[Repeat|Repeatable]",
                    "leftKey": "Repeat",
                    "label": "Repeatable",
                    "canonicalKey": "repeat",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 98,
                    "raw": "[Bow|Bow]",
                    "leftKey": "Bow",
                    "label": "Bow",
                    "canonicalKey": "bow",
                    "resolved": true
                  },
                  {
                    "start": 102,
                    "end": 114,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 128,
                    "raw": "[Spear|Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 129,
                    "end": 144,
                    "raw": "[Attack|Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 148,
                    "end": 156,
                    "raw": "[Repeat]",
                    "leftKey": "Repeat",
                    "label": "Repeat",
                    "canonicalKey": "repeat",
                    "resolved": true
                  },
                  {
                    "start": 187,
                    "end": 211,
                    "raw": "[Charges|Frenzy Charges]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 19,
                    "raw": "[Empowered|Empower]",
                    "leftKey": "Empowered",
                    "label": "Empower",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 30,
                    "end": 35,
                    "raw": "[Bow]",
                    "leftKey": "Bow",
                    "label": "Bow",
                    "canonicalKey": "bow",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 53,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 54,
                    "end": 62,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 66,
                    "end": 81,
                    "raw": "[Repeat|Repeat]",
                    "leftKey": "Repeat",
                    "label": "Repeat",
                    "canonicalKey": "repeat",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:90",
                "baseItemId": "Metadata/Items/Gems/SkillGemBarrage",
                "activeSkillId": "empower_barrage",
                "grantedEffectId": "BarragePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/empower_barrage.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerBarrageSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerBarrageSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-48",
              "name": "Sniper's Mark",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Trappable · Totemable · Mineable · Multicastable · Triggerable · Duration · UsableWhileMoving",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/64fb98358cdcb9572adf5bd4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/192241f90752cc54f546f169.webp",
              "description": "Mark a target. The next Critical Hit the target receives Activates the Mark, Consuming it to deal extra damage and grant you a Frenzy Charge.",
              "descriptionMarkup": "[Mark] a target. The next [Critical|Critical Hit] the target receives [MarkActivate|Activates] the [Mark], [Consume|Consuming] it to deal extra damage and grant you a [Charges|Frenzy Charge].",
              "explicitMods": [
                {
                  "line": "Maximum Mark duration is 8 seconds",
                  "short": "Maximum Mark duration is 8 seconds",
                  "maxLine": "Maximum Mark duration is 8 seconds",
                  "maxShort": "Maximum Mark duration is 8 seconds",
                  "q20Line": "Maximum Mark duration is 8 seconds",
                  "q20Short": "Maximum Mark duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/snipers_mark.csd"
                },
                {
                  "line": "Next Critical Hit against Marked Enemy has (20 - 77)% increased Critical Damage Bonus",
                  "short": "Next Critical Hit against Marked Enemy has (20 - 77)% increased Critical Damage Bonus",
                  "maxLine": "Next Critical Hit against Marked Enemy has (20 - 77)% increased Critical Damage Bonus",
                  "maxShort": "Next Critical Hit against Marked Enemy has (20 - 77)% increased Critical Damage Bonus",
                  "q20Line": "Next Critical Hit against Marked Enemy has (20 - 77)% increased Critical Damage Bonus",
                  "q20Short": "Next Critical Hit against Marked Enemy has (20 - 77)% increased Critical Damage Bonus",
                  "ggpkStatIds": [
                    "enemy_additional_critical_strike_multiplier_against_self"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/snipers_mark.csd"
                },
                {
                  "line": "Limit 1 Marked target",
                  "short": "Limit 1 Marked target",
                  "maxLine": "Limit 1 Marked target",
                  "maxShort": "Limit 1 Marked target",
                  "q20Line": "Limit 1 Marked target",
                  "q20Short": "Limit 1 Marked target",
                  "ggpkStatIds": [
                    "number_of_marks_allowed_per_type"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Next Critical Hit against Marked Enemy has (0 - 15)% increased Critical Damage Bonus",
                  "short": "Next Critical Hit against Marked Enemy has (0 - 15)% increased Critical Damage Bonus",
                  "maxLine": "Next Critical Hit against Marked Enemy has (0 - 15)% increased Critical Damage Bonus",
                  "maxShort": "Next Critical Hit against Marked Enemy has (0 - 15)% increased Critical Damage Bonus",
                  "q20Line": "Next Critical Hit against Marked Enemy has (0 - 15)% increased Critical Damage Bonus",
                  "q20Short": "Next Critical Hit against Marked Enemy has (0 - 15)% increased Critical Damage Bonus",
                  "ggpkStatIds": [
                    "enemy_additional_critical_strike_multiplier_against_self"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/snipers_mark.csd"
                }
              ],
              "tags": [
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Duration",
                "UsableWhileMoving",
                "GeneratesCharges",
                "Mark",
                "Cooldown",
                "Limit",
                "UsableWhileMounted"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "mark",
                  "label": "Mark",
                  "source": "Mark",
                  "description": "Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.\nMarks can be Activated when specific conditions occur, which will cause some extra effect and then Consume the Mark.",
                  "url": "https://poe2db.tw/Mark",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "markactivate",
                      "label": "MarkActivate",
                      "description": "Marks all have a condition that makes them Activate.\nWhen a Mark Activates, it will cause an extra effect and then be Consumed .",
                      "url": "https://poe2db.tw/us/Activating_Marks",
                      "related": [
                        {
                          "key": "consume",
                          "label": "Consume",
                          "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                          "url": "https://poe2db.tw/us/Effect_Consumption",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "critical",
                  "label": "Critical Hit",
                  "source": "Critical",
                  "description": "Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.\nAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.\nMost modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.",
                  "url": "https://poe2db.tw/us/Critical_Hits",
                  "related": [
                    {
                      "key": "criticaldamagebonus",
                      "label": "CriticalDamageBonus",
                      "description": "Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).",
                      "url": "https://poe2db.tw/us/Critical_Damage_Bonus",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "markactivate",
                  "label": "Activates",
                  "source": "MarkActivate",
                  "description": "Marks all have a condition that makes them Activate.\nWhen a Mark Activates, it will cause an extra effect and then be Consumed .",
                  "url": "https://poe2db.tw/us/Activating_Marks",
                  "related": [
                    {
                      "key": "mark",
                      "label": "Mark",
                      "description": "Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.\nMarks can be Activated when specific conditions occur, which will cause some extra effect and then Consume the Mark.",
                      "url": "https://poe2db.tw/Mark",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "consume",
                          "label": "Consume",
                          "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                          "url": "https://poe2db.tw/us/Effect_Consumption",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consuming",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Mark]",
                    "leftKey": "Mark",
                    "label": "Mark",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 26,
                    "end": 49,
                    "raw": "[Critical|Critical Hit]",
                    "leftKey": "Critical",
                    "label": "Critical Hit",
                    "canonicalKey": "critical",
                    "resolved": true
                  },
                  {
                    "start": 70,
                    "end": 94,
                    "raw": "[MarkActivate|Activates]",
                    "leftKey": "MarkActivate",
                    "label": "Activates",
                    "canonicalKey": "markactivate",
                    "resolved": true
                  },
                  {
                    "start": 99,
                    "end": 105,
                    "raw": "[Mark]",
                    "leftKey": "Mark",
                    "label": "Mark",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 107,
                    "end": 126,
                    "raw": "[Consume|Consuming]",
                    "leftKey": "Consume",
                    "label": "Consuming",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 167,
                    "end": 190,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Mark]",
                    "leftKey": "Mark",
                    "label": "Mark",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 75,
                    "raw": "[Critical|Critical Hit]",
                    "leftKey": "Critical",
                    "label": "Critical Hit",
                    "canonicalKey": "critical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:48",
                "baseItemId": "Metadata/Items/Gems/SkillGemSnipersMark",
                "activeSkillId": "snipers_mark",
                "grantedEffectId": "SnipersMarkPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/snipers_mark.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/projectileweakness.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SnipersMarkSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-692",
              "name": "Charge Regulation",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/14ae4524ec2902ae20b13246.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8ced7464b1c620a410174499.webp",
              "description": "While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.",
              "descriptionMarkup": "While active, you gain powerful [Buff|Buffs] based on your active [Charges]. However, maintaining the [Buff] Consumes [Charges] every few seconds.",
              "explicitMods": [
                {
                  "line": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "short": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "maxLine": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "maxShort": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "q20Line": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "q20Short": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "ggpkStatIds": [
                    "charge_mastery_crit_chance_+%_final_with_power_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "short": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "maxLine": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "maxShort": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "q20Line": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "q20Short": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "ggpkStatIds": [
                    "charge_mastery_armour_evasion_energy_shield_+%_final_with_endurance_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "short": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "maxLine": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "maxShort": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "q20Line": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "q20Short": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "ggpkStatIds": [
                    "charge_mastery_skill_speed_+%_with_frenzy_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "Consumes one of each Charge every 10 seconds",
                  "short": "Consumes one of each Charge every 10 seconds",
                  "maxLine": "Consumes one of each Charge every 10 seconds",
                  "maxShort": "Consumes one of each Charge every 10 seconds",
                  "q20Line": "Consumes one of each Charge every 10 seconds",
                  "q20Short": "Consumes one of each Charge every 10 seconds",
                  "ggpkStatIds": [
                    "consume_frenzy_power_and_endurance_charge_every_x_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "short": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "maxLine": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "maxShort": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "q20Line": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "q20Short": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "ggpkStatIds": [
                    "consume_frenzy_power_and_endurance_charge_every_x_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 32,
                    "end": 44,
                    "raw": "[Buff|Buffs]",
                    "leftKey": "Buff",
                    "label": "Buffs",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 66,
                    "end": 75,
                    "raw": "[Charges]",
                    "leftKey": "Charges",
                    "label": "Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 102,
                    "end": 108,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 118,
                    "end": 127,
                    "raw": "[Charges]",
                    "leftKey": "Charges",
                    "label": "Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:692",
                "baseItemId": "Metadata/Items/Gem/SkillGemChargeInfusion",
                "activeSkillId": "charge_regulation",
                "grantedEffectId": "ChargeRegulationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ChargeMasteryDeath.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ChargeMasterySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-725",
              "name": "Combat Frenzy",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/60c21d5f020d193f3dbe49ba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c467ad261fc72e42aca6bdc2.webp",
              "description": "While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.",
              "descriptionMarkup": "While active, grants you a [Charges|Frenzy Charge] when you [Freeze], [Electrocute] or [Pinned|Pin] an enemy. This can only occur once every few seconds.",
              "explicitMods": [
                {
                  "line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxLine": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxShort": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "ggpkStatIds": [
                    "skill_combat_frenzy_x_ms_cooldown"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% chance to gain an additional Charge",
                  "short": "(0 - 10)% chance to gain an additional Charge",
                  "maxLine": "(0 - 10)% chance to gain an additional Charge",
                  "maxShort": "(0 - 10)% chance to gain an additional Charge",
                  "q20Line": "(0 - 10)% chance to gain an additional Charge",
                  "q20Short": "(0 - 10)% chance to gain an additional Charge",
                  "ggpkStatIds": [
                    "chance_to_gain_1_more_charge_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "GeneratesCharges",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "electrocute",
                  "label": "Electrocute",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 27,
                    "end": 50,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 60,
                    "end": 68,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 70,
                    "end": 83,
                    "raw": "[Electrocute]",
                    "leftKey": "Electrocute",
                    "label": "Electrocute",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 99,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:725",
                "baseItemId": "Metadata/Items/Gem/SkillGemCombatFrenzy",
                "activeSkillId": "combat_frenzy",
                "grantedEffectId": "CombatFrenzyPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerCombatFrenzySkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerCombatFrenzySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-955",
              "name": "Cull The Weak",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Area · GeneratesCharges",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2254252c641f392d586ea559.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a20ef796a100d3d90606d15d.webp",
              "description": "Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.",
              "descriptionMarkup": "Dash to an enemy and run them through, [CullingStrike|Culling] enemies if their life is low enough. If this [Attack] kills at least one enemy, it grants you a [Charges|Frenzy Charge], with higher [Rarity] monsters granting additional [Charges]. Enemies around you that can be [CullingStrike|Culled] will be highlighted.",
              "explicitMods": [
                {
                  "line": "Culling Strike",
                  "short": "Culling Strike",
                  "maxLine": "Culling Strike",
                  "maxShort": "Culling Strike",
                  "q20Line": "Culling Strike",
                  "q20Short": "Culling Strike",
                  "ggpkStatIds": [
                    "kill_enemy_on_hit_if_under_10%_life"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Can't be Evaded",
                  "short": "Can't be Evaded",
                  "maxLine": "Can't be Evaded",
                  "maxShort": "Can't be Evaded",
                  "q20Line": "Can't be Evaded",
                  "q20Short": "Can't be Evaded",
                  "ggpkStatIds": [
                    "global_always_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Normal and Magic monsters grant 1 Frenzy Charge Rare monsters grant 2 Frenzy Charges Unique monsters grant 3 Frenzy Charges",
                  "short": "Normal and Magic monsters grant 1 Frenzy Charge Rare monsters grant 2 Frenzy Charges Unique monsters grant 3 Frenzy Charges",
                  "maxLine": "Normal and Magic monsters grant 1 Frenzy Charge Rare monsters grant 2 Frenzy Charges Unique monsters grant 3 Frenzy Charges",
                  "maxShort": "Normal and Magic monsters grant 1 Frenzy Charge Rare monsters grant 2 Frenzy Charges Unique monsters grant 3 Frenzy Charges",
                  "q20Line": "Normal and Magic monsters grant 1 Frenzy Charge Rare monsters grant 2 Frenzy Charges Unique monsters grant 3 Frenzy Charges",
                  "q20Short": "Normal and Magic monsters grant 1 Frenzy Charge Rare monsters grant 2 Frenzy Charges Unique monsters grant 3 Frenzy Charges",
                  "ggpkStatIds": [
                    "skill_grant_X_frenzy_charges_against_normal_and_magic_monsters",
                    "skill_grant_X_frenzy_charges_against_rare_monsters",
                    "skill_grant_X_frenzy_charges_against_unique_monsters"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% chance to gain an additional Charge",
                  "short": "(0 - 20)% chance to gain an additional Charge",
                  "maxLine": "(0 - 20)% chance to gain an additional Charge",
                  "maxShort": "(0 - 20)% chance to gain an additional Charge",
                  "q20Line": "(0 - 20)% chance to gain an additional Charge",
                  "q20Short": "(0 - 20)% chance to gain an additional Charge",
                  "ggpkStatIds": [
                    "chance_to_gain_1_more_charge_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Area",
                "GeneratesCharges"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "culling_strike",
                  "label": "Culling",
                  "source": "Culling_Strike",
                  "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                  "url": "https://poe2db.tw/Culling_Strike",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "rarity",
                  "label": "Rarity",
                  "source": "Rarity",
                  "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                  "url": "https://poe2db.tw/Rarity",
                  "related": [
                    {
                      "key": "itemrarity",
                      "label": "ItemRarity",
                      "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                      "url": "https://poe2db.tw/us/Item_Rarity",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 39,
                    "end": 62,
                    "raw": "[CullingStrike|Culling]",
                    "leftKey": "CullingStrike",
                    "label": "Culling",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 108,
                    "end": 116,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 159,
                    "end": 182,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 196,
                    "end": 204,
                    "raw": "[Rarity]",
                    "leftKey": "Rarity",
                    "label": "Rarity",
                    "canonicalKey": "rarity",
                    "resolved": true
                  },
                  {
                    "start": 234,
                    "end": 243,
                    "raw": "[Charges]",
                    "leftKey": "Charges",
                    "label": "Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 276,
                    "end": 298,
                    "raw": "[CullingStrike|Culled]",
                    "leftKey": "CullingStrike",
                    "label": "Culled",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 76,
                    "end": 99,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:955",
                "baseItemId": "Metadata/Items/Gem/SkillGemCullTheWeak",
                "activeSkillId": "cull_the_weak",
                "grantedEffectId": "CullTheWeakPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/FrenziedLungeSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrenziedLungeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-194",
              "name": "Disengage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · Movement · Travel · MeleeSingleTarget · Jumping",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8fc5bc1585c28477e463bd0a.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/bdc49475ca6ea614d1c52b66.webp",
              "description": "Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.",
              "descriptionMarkup": "Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. [Consume|Consumes] the [ParriedDebuff|Parried Debuff] on [Hit|Hitting] enemies to release a shockwave and grant you a [Charges|Frenzy Charge]. This skill can be used while using other skills, and causes [Strike|Strikes] and [Projectile|Projectiles] to miss you while jumping. This skill cannot be [AncestralBoost|Ancestrally Boosted].",
              "explicitMods": [
                {
                  "line": "Grants (1 - 3) Frenzy Charges on Parried Consumption",
                  "short": "Grants (1 - 3) Frenzy Charges on Parried Consumption",
                  "maxLine": "Grants (1 - 3) Frenzy Charges on Parried Consumption",
                  "maxShort": "Grants (1 - 3) Frenzy Charges on Parried Consumption",
                  "q20Line": "Grants (1 - 3) Frenzy Charges on Parried Consumption",
                  "q20Short": "Grants (1 - 3) Frenzy Charges on Parried Consumption",
                  "ggpkStatIds": [
                    "consume_parry_debuff_on_hit_to_gain_X_frenzy_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/disengage.csd"
                },
                {
                  "line": "+2.5 metres to Melee Strike Range",
                  "short": "+2.5 metres to Melee Strike Range",
                  "maxLine": "+2.5 metres to Melee Strike Range",
                  "maxShort": "+2.5 metres to Melee Strike Range",
                  "q20Line": "+2.5 metres to Melee Strike Range",
                  "q20Short": "+2.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+0.2 seconds to Total Attack Time",
                  "short": "+0.2 seconds to Total Attack Time",
                  "maxLine": "+0.2 seconds to Total Attack Time",
                  "maxShort": "+0.2 seconds to Total Attack Time",
                  "q20Line": "+0.2 seconds to Total Attack Time",
                  "q20Short": "+0.2 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 2 metres",
                  "short": "Shockwave radius is 2 metres",
                  "maxLine": "Shockwave radius is 2 metres",
                  "maxShort": "Shockwave radius is 2 metres",
                  "q20Line": "Shockwave radius is 2 metres",
                  "q20Short": "Shockwave radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/disengage.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% chance for an additional Shockwave",
                  "short": "(0 - 20)% chance for an additional Shockwave",
                  "maxLine": "(0 - 20)% chance for an additional Shockwave",
                  "maxShort": "(0 - 20)% chance for an additional Shockwave",
                  "q20Line": "(0 - 20)% chance for an additional Shockwave",
                  "q20Short": "(0 - 20)% chance for an additional Shockwave",
                  "ggpkStatIds": [
                    "disengage_%_chance_for_additional_shockwave"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "Movement",
                "Travel",
                "MeleeSingleTarget",
                "Jumping",
                "Spear",
                "CanCancelActions",
                "Cooldown",
                "CannotSpiritStrike",
                "GeneratesCharges",
                "SkillConsumesParried"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "parrieddebuff",
                  "label": "Parried Debuff",
                  "source": "ParriedDebuff",
                  "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                  "url": "https://poe2db.tw/us/Parried",
                  "related": [
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hitting",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "strike",
                  "label": "Strikes",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 87,
                    "end": 105,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 110,
                    "end": 140,
                    "raw": "[ParriedDebuff|Parried Debuff]",
                    "leftKey": "ParriedDebuff",
                    "label": "Parried Debuff",
                    "canonicalKey": "parrieddebuff",
                    "resolved": true
                  },
                  {
                    "start": 144,
                    "end": 157,
                    "raw": "[Hit|Hitting]",
                    "leftKey": "Hit",
                    "label": "Hitting",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 205,
                    "end": 228,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 290,
                    "end": 306,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 311,
                    "end": 335,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 384,
                    "end": 420,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:194",
                "baseItemId": "Metadata/Items/Gems/SkillGemDisengage",
                "activeSkillId": "disengage",
                "grantedEffectId": "DisengagePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/disengage.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ImpaleSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ImpaleSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-434",
              "name": "Explosive Spear",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Projectile · ProjectilesFromUser · Attack · Area · UsableWhileMoving · Spear · Barrageable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f4b4421459bd2d2447d63b3e.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6daccf5ed67f1bd8fe4c8212.webp",
              "description": "Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.",
              "descriptionMarkup": "Hurl a single payload [Spear] that pierces through enemies and lodges in terrain where it lands. The [Spear] will explode at the end of its [DetonationTime|Detonation Time] or if [Detonator|Detonated]. Consumes a [Charges|Frenzy Charge] if you have one to explode immediately, dealing more damage in a cross-shaped area and creating [IgnitedGround|Ignited Ground].",
              "explicitMods": [
                {
                  "line": "Limit (1 - 3) lodged Spears",
                  "short": "Limit (1 - 3) lodged Spears",
                  "maxLine": "Limit (1 - 3) lodged Spears",
                  "maxShort": "Limit (1 - 3) lodged Spears",
                  "q20Line": "Limit (1 - 3) lodged Spears",
                  "q20Short": "Limit (1 - 3) lodged Spears",
                  "ggpkStatIds": [
                    "base_number_of_remote_spear_mines_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_0.csd"
                },
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 2.5 seconds",
                  "short": "Detonation Time is 2.5 seconds",
                  "maxLine": "Detonation Time is 2.5 seconds",
                  "maxShort": "Detonation Time is 2.5 seconds",
                  "q20Line": "Detonation Time is 2.5 seconds",
                  "q20Short": "Detonation Time is 2.5 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 2.8 metres",
                  "short": "Explosion radius is 2.8 metres",
                  "maxLine": "Explosion radius is 2.8 metres",
                  "maxShort": "Explosion radius is 2.8 metres",
                  "q20Line": "Explosion radius is 2.8 metres",
                  "q20Short": "Explosion radius is 2.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_1.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion length is (4 - 5.9) metres",
                  "short": "Explosion length is (4 - 5.9) metres",
                  "maxLine": "Explosion length is (4 - 5.9) metres",
                  "maxShort": "Explosion length is (4 - 5.9) metres",
                  "q20Line": "Explosion length is (4 - 5.9) metres",
                  "q20Short": "Explosion length is (4 - 5.9) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Explosion width is 1.5 metres",
                  "short": "Explosion width is 1.5 metres",
                  "maxLine": "Explosion width is 1.5 metres",
                  "maxShort": "Explosion width is 1.5 metres",
                  "q20Line": "Explosion width is 1.5 metres",
                  "q20Short": "Explosion width is 1.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Ignited Ground radius is 2 metres",
                  "short": "Ignited Ground radius is 2 metres",
                  "maxLine": "Ignited Ground radius is 2 metres",
                  "maxShort": "Ignited Ground radius is 2 metres",
                  "q20Line": "Ignited Ground radius is 2 metres",
                  "q20Short": "Ignited Ground radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_tertiary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Ignited Ground duration is 8 seconds",
                  "short": "Ignited Ground duration is 8 seconds",
                  "maxLine": "Ignited Ground duration is 8 seconds",
                  "maxShort": "Ignited Ground duration is 8 seconds",
                  "q20Line": "Ignited Ground duration is 8 seconds",
                  "q20Short": "Ignited Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "short": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "maxLine": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "maxShort": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "q20Line": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "q20Short": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "ggpkStatIds": [
                    "display_fake_attack_hit_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "100% increased Ignite Magnitude",
                  "short": "100% increased Ignite Magnitude",
                  "maxLine": "100% increased Ignite Magnitude",
                  "maxShort": "100% increased Ignite Magnitude",
                  "q20Line": "100% increased Ignite Magnitude",
                  "q20Short": "100% increased Ignite Magnitude",
                  "ggpkStatIds": [
                    "base_ignite_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 0.4) metres to Explosion radius",
                  "short": "+(0 - 0.4) metres to Explosion radius",
                  "maxLine": "+(0 - 0.4) metres to Explosion radius",
                  "maxShort": "+(0 - 0.4) metres to Explosion radius",
                  "q20Line": "+(0 - 0.4) metres to Explosion radius",
                  "q20Short": "+(0 - 0.4) metres to Explosion radius",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_1.csd"
                },
                {
                  "line": "+(0 - 0.4) metres to Explosion length",
                  "short": "+(0 - 0.4) metres to Explosion length",
                  "maxLine": "+(0 - 0.4) metres to Explosion length",
                  "maxShort": "+(0 - 0.4) metres to Explosion length",
                  "q20Line": "+(0 - 0.4) metres to Explosion length",
                  "q20Short": "+(0 - 0.4) metres to Explosion length",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                }
              ],
              "tags": [
                "Projectile",
                "ProjectilesFromUser",
                "Attack",
                "Area",
                "UsableWhileMoving",
                "Spear",
                "Barrageable",
                "RangedAttack",
                "Fire",
                "UsableWhileMounted",
                "CreatesGroundEffect",
                "Duration",
                "Limit",
                "CannotChain",
                "ConsumesCharges",
                "SkillConsumesFrenzyChargesOnUse",
                "DetonatesAfterTime",
                "ProjectilesNumberModifiersNotApplied",
                "Detonator",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonation_time",
                  "label": "Detonation Time",
                  "source": "Detonation_Time",
                  "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                  "url": "https://poe2db.tw/Detonation_Time",
                  "related": [
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonated",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 22,
                    "end": 29,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 101,
                    "end": 108,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 140,
                    "end": 172,
                    "raw": "[DetonationTime|Detonation Time]",
                    "leftKey": "DetonationTime",
                    "label": "Detonation Time",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 179,
                    "end": 200,
                    "raw": "[Detonator|Detonated]",
                    "leftKey": "Detonator",
                    "label": "Detonated",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 213,
                    "end": 236,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 333,
                    "end": 363,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 14,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 102,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:434",
                "baseItemId": "Metadata/Items/Gem/SkillGemExplosiveSpear",
                "activeSkillId": "explosive_spear",
                "grantedEffectId": "ExplosiveSpearPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressRemoteMineSpear.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RemoteMineSpearSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-200",
              "name": "Glacial Lance",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · Cold · Projectile · Spear · ProjectileSpeed",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8fa1e867055c480679a87748.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8e41f15360e2e874f8da2616.webp",
              "description": "Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.",
              "descriptionMarkup": "Throw a single [Pierce|Piercing] lance that leaves icy fragments in its wake. The fragments [Chill] nearby enemies. Consumes a [Charges|Frenzy Charge] if possible to cause the glacial fragments created by the first [Projectile] to explode outwards after a short duration, peppering enemies with shrapnel.",
              "explicitMods": [
                {
                  "line": "Chilling radius is 1.2 metres",
                  "short": "Chilling radius is 1.2 metres",
                  "maxLine": "Chilling radius is 1.2 metres",
                  "maxShort": "Chilling radius is 1.2 metres",
                  "q20Line": "Chilling radius is 1.2 metres",
                  "q20Short": "Chilling radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/glacial_lance/statset_0.csd"
                },
                {
                  "line": "Frenzy-Charged fragment duration is 1 second",
                  "short": "Frenzy-Charged fragment duration is 1 second",
                  "maxLine": "Frenzy-Charged fragment duration is 1 second",
                  "maxShort": "Frenzy-Charged fragment duration is 1 second",
                  "q20Line": "Frenzy-Charged fragment duration is 1 second",
                  "q20Short": "Frenzy-Charged fragment duration is 1 second",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/glacial_lance/statset_0.csd"
                },
                {
                  "line": "Fragment duration is 6 seconds",
                  "short": "Fragment duration is 6 seconds",
                  "maxLine": "Fragment duration is 6 seconds",
                  "maxShort": "Fragment duration is 6 seconds",
                  "q20Line": "Fragment duration is 6 seconds",
                  "q20Short": "Fragment duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/glacial_lance/statset_0.csd"
                },
                {
                  "line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxLine": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxShort": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(100 - 157)% more Freeze Buildup",
                  "short": "(100 - 157)% more Freeze Buildup",
                  "maxLine": "(100 - 157)% more Freeze Buildup",
                  "maxShort": "(100 - 157)% more Freeze Buildup",
                  "q20Line": "(100 - 157)% more Freeze Buildup",
                  "q20Short": "(100 - 157)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Projectiles cannot Split",
                  "short": "Projectiles cannot Split",
                  "maxLine": "Projectiles cannot Split",
                  "maxShort": "Projectiles cannot Split",
                  "q20Line": "Projectiles cannot Split",
                  "q20Short": "Projectiles cannot Split",
                  "ggpkStatIds": [
                    "projectiles_cannot_split"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Cold damage",
                  "short": "Converts 80% of Physical damage to Cold damage",
                  "maxLine": "Converts 80% of Physical damage to Cold damage",
                  "maxShort": "Converts 80% of Physical damage to Cold damage",
                  "q20Line": "Converts 80% of Physical damage to Cold damage",
                  "q20Short": "Converts 80% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion length is 2.6 metres",
                  "short": "Explosion length is 2.6 metres",
                  "maxLine": "Explosion length is 2.6 metres",
                  "maxShort": "Explosion length is 2.6 metres",
                  "q20Line": "Explosion length is 2.6 metres",
                  "q20Short": "Explosion length is 2.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/glacial_lance/statset_1.csd"
                },
                {
                  "line": "(150 - 207)% more Magnitude of Chill inflicted",
                  "short": "(150 - 207)% more Magnitude of Chill inflicted",
                  "maxLine": "(150 - 207)% more Magnitude of Chill inflicted",
                  "maxShort": "(150 - 207)% more Magnitude of Chill inflicted",
                  "q20Line": "(150 - 207)% more Magnitude of Chill inflicted",
                  "q20Short": "(150 - 207)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(150 - 207)% more Freeze Buildup",
                  "short": "(150 - 207)% more Freeze Buildup",
                  "maxLine": "(150 - 207)% more Freeze Buildup",
                  "maxShort": "(150 - 207)% more Freeze Buildup",
                  "q20Line": "(150 - 207)% more Freeze Buildup",
                  "q20Short": "(150 - 207)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Cold damage",
                  "short": "Converts 100% of Physical damage to Cold damage",
                  "maxLine": "Converts 100% of Physical damage to Cold damage",
                  "maxShort": "Converts 100% of Physical damage to Cold damage",
                  "q20Line": "Converts 100% of Physical damage to Cold damage",
                  "q20Short": "Converts 100% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Chilling radius is (0 - 0.4) metres",
                  "short": "Chilling radius is (0 - 0.4) metres",
                  "maxLine": "Chilling radius is (0 - 0.4) metres",
                  "maxShort": "Chilling radius is (0 - 0.4) metres",
                  "q20Line": "Chilling radius is (0 - 0.4) metres",
                  "q20Short": "Chilling radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/glacial_lance/statset_0.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "Cold",
                "Projectile",
                "Spear",
                "ProjectileSpeed",
                "ProjectilesFromUser",
                "UsableWhileMoving",
                "Barrageable",
                "UsableWhileMounted",
                "Duration",
                "ConsumesCharges",
                "SkillConsumesFrenzyChargesOnUse",
                "ProjectilesNumberModifiersNotApplied",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "pierce",
                  "label": "Piercing",
                  "source": "Pierce",
                  "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                  "url": "https://poe2db.tw/Pierce",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "chill",
                  "label": "Chill",
                  "source": "Chill",
                  "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                  "url": "https://poe2db.tw/Chill",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 15,
                    "end": 32,
                    "raw": "[Pierce|Piercing]",
                    "leftKey": "Pierce",
                    "label": "Piercing",
                    "canonicalKey": "pierce",
                    "resolved": true
                  },
                  {
                    "start": 92,
                    "end": 99,
                    "raw": "[Chill]",
                    "leftKey": "Chill",
                    "label": "Chill",
                    "canonicalKey": "chill",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 150,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 215,
                    "end": 227,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 15,
                    "end": 32,
                    "raw": "[Pierce|Piercing]",
                    "leftKey": "Pierce",
                    "label": "Piercing",
                    "canonicalKey": "pierce",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:200",
                "baseItemId": "Metadata/Items/Gems/SkillGemGlacialLance",
                "activeSkillId": "glacial_lance",
                "grantedEffectId": "GlacialLancePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/glacial_lance/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/glacial_lance/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressGlacialLance.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/GlacialLanceSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1061",
              "name": "Ice-Tipped Arrows",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · ModifiesNextSkill · Cooldown · ConsumesCharges · UsableWhileMoving · Buff",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/afec46086b4206c5853f9cab.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/02a9107b8b0b57cdb58b7a79.webp",
              "description": "Ready your active Bow or Spear, Empowering your next Repeatable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and Trigger Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.",
              "descriptionMarkup": "Ready your active [Bow] or [Spear], [Empowered|Empowering] your next [Repeat|Repeatable] [Bow] or [Projectile] [Spear] [Attack|Attacks] to [Conversion|Convert] [Physical] Damage to [Cold] Damage and [Trigger] [IceFragment|Ice Fragments] on [Hit]. This Skill's cooldown can be bypassed by expending a [Charges|Frenzy Charge]. Cannot [Empowered|Empower] [Sustained] Skills.",
              "explicitMods": [
                {
                  "line": "Maximum Buff duration is 20 seconds",
                  "short": "Maximum Buff duration is 20 seconds",
                  "maxLine": "Maximum Buff duration is 20 seconds",
                  "maxShort": "Maximum Buff duration is 20 seconds",
                  "q20Line": "Maximum Buff duration is 20 seconds",
                  "q20Short": "Maximum Buff duration is 20 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_tipped_arrows.csd"
                },
                {
                  "line": "Empowered Attacks Convert #% of Physical damage to Cold damage",
                  "short": "Empowered Attacks Convert #% of Physical damage to Cold damage",
                  "maxLine": "Empowered Attacks Convert #% of Physical damage to Cold damage",
                  "maxShort": "Empowered Attacks Convert #% of Physical damage to Cold damage",
                  "q20Line": "Empowered Attacks Convert #% of Physical damage to Cold damage",
                  "q20Short": "Empowered Attacks Convert #% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "shearing_bolts_number_of_empowered_attacks"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_tipped_arrows.csd"
                },
                {
                  "line": "Explosion radius is 1.8 metres",
                  "short": "Explosion radius is 1.8 metres",
                  "maxLine": "Explosion radius is 1.8 metres",
                  "maxShort": "Explosion radius is 1.8 metres",
                  "q20Line": "Explosion radius is 1.8 metres",
                  "q20Short": "Explosion radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_fragments.csd"
                },
                {
                  "line": "Fires 5 Projectiles",
                  "short": "Fires 5 Projectiles",
                  "maxLine": "Fires 5 Projectiles",
                  "maxShort": "Fires 5 Projectiles",
                  "q20Line": "Fires 5 Projectiles",
                  "q20Short": "Fires 5 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Cold damage",
                  "short": "Converts 100% of Physical damage to Cold damage",
                  "maxLine": "Converts 100% of Physical damage to Cold damage",
                  "maxShort": "Converts 100% of Physical damage to Cold damage",
                  "q20Line": "Converts 100% of Physical damage to Cold damage",
                  "q20Short": "Converts 100% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "50% more Projectile Speed",
                  "short": "50% more Projectile Speed",
                  "maxLine": "50% more Projectile Speed",
                  "maxShort": "50% more Projectile Speed",
                  "q20Line": "50% more Projectile Speed",
                  "q20Short": "50% more Projectile Speed",
                  "ggpkStatIds": [
                    "active_skill_projectile_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 2.5 seconds",
                  "short": "Detonation Time is 2.5 seconds",
                  "maxLine": "Detonation Time is 2.5 seconds",
                  "maxShort": "Detonation Time is 2.5 seconds",
                  "q20Line": "Detonation Time is 2.5 seconds",
                  "q20Short": "Detonation Time is 2.5 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "ModifiesNextSkill",
                "Cooldown",
                "ConsumesCharges",
                "UsableWhileMoving",
                "Buff",
                "EmpowersOtherSkill",
                "SkillConsumesFrenzyChargesOnUse",
                "UsableWhileMounted",
                "CannotChain",
                "CannotTerrainChain",
                "GroundTargetedProjectile",
                "ProjectileNoCollision"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "bow",
                  "label": "Bow",
                  "source": "Bow",
                  "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                  "url": "https://poe2db.tw/us/Bows",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "quiver",
                      "label": "Quiver",
                      "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                      "url": "https://poe2db.tw/us/Quivers",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowering",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "repeat",
                  "label": "Repeatable",
                  "source": "Repeat",
                  "description": "Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.\nTriggered skills, Instant skills, and Channelling skills cannot Repeat.\nSkills take 5% longer to perform for each time they Repeat.",
                  "url": "https://poe2db.tw/us/Repeating_Skills",
                  "related": [
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "conversion",
                  "label": "Convert",
                  "source": "Conversion",
                  "description": "Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.\nFor example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .\nConversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.",
                  "url": "https://poe2db.tw/us/Damage_Conversion",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "icefragment",
                  "label": "Ice Fragments",
                  "source": "IceFragment",
                  "description": "Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.\nSome skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.",
                  "url": "https://poe2db.tw/us/Ice_Fragments",
                  "related": [
                    {
                      "key": "detonationtime",
                      "label": "DetonationTime",
                      "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                      "url": "https://poe2db.tw/us/Detonation_Time",
                      "related": [
                        {
                          "key": "detonator_skills",
                          "label": "Detonator_Skills",
                          "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                          "url": "https://poe2db.tw/Detonator_Skills",
                          "related": [
                            {
                              "key": "oil",
                              "label": "Oil",
                              "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                              "url": "https://poe2db.tw/us/Covered_in_Oil",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "sustained_skills",
                  "label": "Sustained",
                  "source": "Sustained_Skills",
                  "description": "Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.",
                  "url": "https://poe2db.tw/Sustained_Skills",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "critical",
                      "label": "Critical",
                      "description": "Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.\nAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.\nMost modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.",
                      "url": "https://poe2db.tw/us/Critical_Hits",
                      "related": [
                        {
                          "key": "criticaldamagebonus",
                          "label": "CriticalDamageBonus",
                          "description": "Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).",
                          "url": "https://poe2db.tw/us/Critical_Damage_Bonus",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 18,
                    "end": 23,
                    "raw": "[Bow]",
                    "leftKey": "Bow",
                    "label": "Bow",
                    "canonicalKey": "bow",
                    "resolved": true
                  },
                  {
                    "start": 27,
                    "end": 34,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 36,
                    "end": 58,
                    "raw": "[Empowered|Empowering]",
                    "leftKey": "Empowered",
                    "label": "Empowering",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 69,
                    "end": 88,
                    "raw": "[Repeat|Repeatable]",
                    "leftKey": "Repeat",
                    "label": "Repeatable",
                    "canonicalKey": "repeat",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 94,
                    "raw": "[Bow]",
                    "leftKey": "Bow",
                    "label": "Bow",
                    "canonicalKey": "bow",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 110,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 111,
                    "end": 118,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 119,
                    "end": 135,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 139,
                    "end": 159,
                    "raw": "[Conversion|Convert]",
                    "leftKey": "Conversion",
                    "label": "Convert",
                    "canonicalKey": "conversion",
                    "resolved": true
                  },
                  {
                    "start": 160,
                    "end": 170,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 181,
                    "end": 187,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 199,
                    "end": 208,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 209,
                    "end": 236,
                    "raw": "[IceFragment|Ice Fragments]",
                    "leftKey": "IceFragment",
                    "label": "Ice Fragments",
                    "canonicalKey": "icefragment",
                    "resolved": true
                  },
                  {
                    "start": 240,
                    "end": 245,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 300,
                    "end": 323,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 332,
                    "end": 351,
                    "raw": "[Empowered|Empower]",
                    "leftKey": "Empowered",
                    "label": "Empower",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 352,
                    "end": 363,
                    "raw": "[Sustained]",
                    "leftKey": "Sustained",
                    "label": "Sustained",
                    "canonicalKey": "sustained_skills",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 19,
                    "raw": "[Empowered|Empower]",
                    "leftKey": "Empowered",
                    "label": "Empower",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 30,
                    "end": 35,
                    "raw": "[Bow]",
                    "leftKey": "Bow",
                    "label": "Bow",
                    "canonicalKey": "bow",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 51,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 59,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 60,
                    "end": 68,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 72,
                    "end": 92,
                    "raw": "[Conversion|Convert]",
                    "leftKey": "Conversion",
                    "label": "Convert",
                    "canonicalKey": "conversion",
                    "resolved": true
                  },
                  {
                    "start": 93,
                    "end": 103,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 122,
                    "end": 149,
                    "raw": "[IceFragment|Ice Fragments]",
                    "leftKey": "IceFragment",
                    "label": "Ice Fragments",
                    "canonicalKey": "icefragment",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1061",
                "baseItemId": "Metadata/Items/Gem/SkillGemIceTippedArrows",
                "activeSkillId": "ice_tipped_arrows",
                "grantedEffectId": "IceTippedArrowsPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_tipped_arrows.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerShearingBolts.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerShearingBoltsSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-199",
              "name": "Lightning Spear",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Projectile · ProjectileSpeed · ProjectilesFromUser · Lightning · Area",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0b819756605d571cb22cafa3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b842575e0b1312042cd26b4e.webp",
              "description": "Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.",
              "descriptionMarkup": "Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt [Projectile|Projectiles] at multiple other enemies within a large area around it. Consumes a [Charges|Frenzy Charge] if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.",
              "explicitMods": [
                {
                  "line": "Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of Projectiles fired only affect the maximum number of lightning bolt Projectiles",
                  "short": "Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of Projectiles fired only affect the maximum number of lightning bolt Projectiles",
                  "maxLine": "Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of Projectiles fired only affect the maximum number of lightning bolt Projectiles",
                  "maxShort": "Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of Projectiles fired only affect the maximum number of lightning bolt Projectiles",
                  "q20Line": "Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of Projectiles fired only affect the maximum number of lightning bolt Projectiles",
                  "q20Short": "Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of Projectiles fired only affect the maximum number of lightning bolt Projectiles",
                  "ggpkStatIds": [
                    "lightning_burst_display"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_spear/statset_0.csd"
                },
                {
                  "line": "Splits towards 3 targets when Consuming a Frenzy Charge",
                  "short": "Splits towards 3 targets when Consuming a Frenzy Charge",
                  "maxLine": "Splits towards 3 targets when Consuming a Frenzy Charge",
                  "maxShort": "Splits towards 3 targets when Consuming a Frenzy Charge",
                  "q20Line": "Splits towards 3 targets when Consuming a Frenzy Charge",
                  "q20Short": "Splits towards 3 targets when Consuming a Frenzy Charge",
                  "ggpkStatIds": [
                    "lightning_spear_additional_number_to_split_when_charged"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_spear/statset_0.csd"
                },
                {
                  "line": "100% more chance to Shock",
                  "short": "100% more chance to Shock",
                  "maxLine": "100% more chance to Shock",
                  "maxShort": "100% more chance to Shock",
                  "q20Line": "100% more chance to Shock",
                  "q20Short": "100% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Projectiles can Split from hitting terrain",
                  "short": "Projectiles can Split from hitting terrain",
                  "maxLine": "Projectiles can Split from hitting terrain",
                  "maxShort": "Projectiles can Split from hitting terrain",
                  "q20Line": "Projectiles can Split from hitting terrain",
                  "q20Short": "Projectiles can Split from hitting terrain",
                  "ggpkStatIds": [
                    "projectiles_can_split_at_end_of_range",
                    "projectiles_can_split_from_terrain"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Lightning damage",
                  "short": "Converts 80% of Physical damage to Lightning damage",
                  "maxLine": "Converts 80% of Physical damage to Lightning damage",
                  "maxShort": "Converts 80% of Physical damage to Lightning damage",
                  "q20Line": "Converts 80% of Physical damage to Lightning damage",
                  "q20Short": "Converts 80% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Fires lightning bolts at targets within 5 metre radius",
                  "short": "Fires lightning bolts at targets within 5 metre radius",
                  "maxLine": "Fires lightning bolts at targets within 5 metre radius",
                  "maxShort": "Fires lightning bolts at targets within 5 metre radius",
                  "q20Line": "Fires lightning bolts at targets within 5 metre radius",
                  "q20Short": "Fires lightning bolts at targets within 5 metre radius",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_spear/statset_1.csd"
                },
                {
                  "line": "Fires 5 bolts",
                  "short": "Fires 5 bolts",
                  "maxLine": "Fires 5 bolts",
                  "maxShort": "Fires 5 bolts",
                  "q20Line": "Fires 5 bolts",
                  "q20Short": "Fires 5 bolts",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_spear/statset_1.csd"
                },
                {
                  "line": "200% more chance to Shock",
                  "short": "200% more chance to Shock",
                  "maxLine": "200% more chance to Shock",
                  "maxShort": "200% more chance to Shock",
                  "q20Line": "200% more chance to Shock",
                  "q20Short": "200% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Fires (0 - 2) bolts",
                  "short": "Fires (0 - 2) bolts",
                  "maxLine": "Fires (0 - 2) bolts",
                  "maxShort": "Fires (0 - 2) bolts",
                  "q20Line": "Fires (0 - 2) bolts",
                  "q20Short": "Fires (0 - 2) bolts",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_spear/statset_1.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Projectile",
                "ProjectileSpeed",
                "ProjectilesFromUser",
                "Lightning",
                "Area",
                "UsableWhileMoving",
                "Barrageable",
                "Spear",
                "UsableWhileMounted",
                "ConsumesCharges",
                "SkillConsumesFrenzyChargesOnUse",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 100,
                    "end": 124,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 193,
                    "end": 216,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:199",
                "baseItemId": "Metadata/Items/Gems/SkillGemLightningSpear",
                "activeSkillId": "lightning_spear",
                "grantedEffectId": "LightningSpearPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_spear/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_spear/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressStormSpear.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/StormSpearSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "You have Frenzy Charges. These can interact with or augment certain skills and effects.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 20,
            "publishedCards": 10,
            "truncated": true,
            "matchTerms": [
              "Frenzy Charge"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "endurance_charge",
          "title": "Endurance Charges",
          "description": "You have Endurance Charges. These can interact with or augment certain skills and effects.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 31,
            "id": "endurance_charge",
            "rawName": "Endurance Charges",
            "rawDescription": "You have Endurance Charges. These can interact with or augment certain skills and effects.",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1052",
              "name": "Ancestral Cry",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · Area · Duration · Warcry · ConsumesCharges · HasUsageCondition · Nova",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/05d787afaf72e09f2e627dcc.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/62a3d87119782407bf0ddcc2.webp",
              "description": "Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, you Trigger Volcanic Steps while travelling, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.",
              "descriptionMarkup": "Perform a [Warcry] using [Glory] gained by [Ignite|Igniting] enemies to turn you into an embodiment of Kaom. While embodying Kaom, you [Trigger] Volcanic Steps while travelling, [Melee] [Strike|Strikes] and [Slam|Slams] are [AncestralBoost|Ancestrally Boosted], and your [Melee] [Strike|Strikes] [Trigger] Volcanic Eruption.",
              "explicitMods": [
                {
                  "line": "Warcry radius is 4 metres",
                  "short": "Warcry radius is 4 metres",
                  "maxLine": "Warcry radius is 4 metres",
                  "maxShort": "Warcry radius is 4 metres",
                  "q20Line": "Warcry radius is 4 metres",
                  "q20Short": "Warcry radius is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Knocks back and interrupts enemies in a smaller area",
                  "short": "Knocks back and interrupts enemies in a smaller area",
                  "maxLine": "Knocks back and interrupts enemies in a smaller area",
                  "maxShort": "Knocks back and interrupts enemies in a smaller area",
                  "q20Line": "Knocks back and interrupts enemies in a smaller area",
                  "q20Short": "Knocks back and interrupts enemies in a smaller area",
                  "ggpkStatIds": [
                    "warcries_knock_back_enemies"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Warcry duration is 8 seconds",
                  "short": "Warcry duration is 8 seconds",
                  "maxLine": "Warcry duration is 8 seconds",
                  "maxShort": "Warcry duration is 8 seconds",
                  "q20Line": "Warcry duration is 8 seconds",
                  "q20Short": "Warcry duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "short": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "maxLine": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "maxShort": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "q20Line": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "q20Short": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "ggpkStatIds": [
                    "ancestral_cry_duration_+%_final_per_removable_endurance_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "short": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "maxLine": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "maxShort": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "q20Line": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "q20Short": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "ggpkStatIds": [
                    "ancestral_cry_non_skill_physical_to_fire_convert_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "short": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "maxLine": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "maxShort": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "q20Line": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "q20Short": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "ggpkStatIds": [
                    "ancestral_cry_triggers_shockwave_every_X_units_travelled"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Requires 100 Glory to use",
                  "short": "Requires 100 Glory to use",
                  "maxLine": "Requires 100 Glory to use",
                  "maxShort": "Requires 100 Glory to use",
                  "q20Line": "Requires 100 Glory to use",
                  "q20Short": "Requires 100 Glory to use",
                  "ggpkStatIds": [
                    "active_skill_requires_X_glory"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "short": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "maxLine": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "maxShort": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "q20Line": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "q20Short": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "ggpkStatIds": [
                    "active_skill_generates_mp_%_glory_per_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Slam radius is 1.2 metres",
                  "short": "Slam radius is 1.2 metres",
                  "maxLine": "Slam radius is 1.2 metres",
                  "maxShort": "Slam radius is 1.2 metres",
                  "q20Line": "Slam radius is 1.2 metres",
                  "q20Short": "Slam radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_shockwave.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_shockwave.csd"
                },
                {
                  "line": "Impact Radius is 0.8 metres",
                  "short": "Impact Radius is 0.8 metres",
                  "maxLine": "Impact Radius is 0.8 metres",
                  "maxShort": "Impact Radius is 0.8 metres",
                  "q20Line": "Impact Radius is 0.8 metres",
                  "q20Short": "Impact Radius is 0.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_projectile.csd"
                },
                {
                  "line": "Fires 3 Molten Projectiles",
                  "short": "Fires 3 Molten Projectiles",
                  "maxLine": "Fires 3 Molten Projectiles",
                  "maxShort": "Fires 3 Molten Projectiles",
                  "q20Line": "Fires 3 Molten Projectiles",
                  "q20Short": "Fires 3 Molten Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_projectile.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "short": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "maxLine": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "maxShort": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "q20Line": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "q20Short": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "ggpkStatIds": [
                    "ancestral_cry_duration_+%_final_per_removable_endurance_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                }
              ],
              "tags": [
                "Buff",
                "Area",
                "Duration",
                "Warcry",
                "ConsumesCharges",
                "HasUsageCondition",
                "Nova",
                "Fire",
                "Triggers",
                "SkillConsumesEnduranceChargesOnUse",
                "EmpowersOtherSkill",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "glory",
                  "label": "Glory",
                  "source": "Glory",
                  "description": "Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.\nDifferent Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.",
                  "url": "https://poe2db.tw/Glory",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "banner_skills",
                      "label": "Banner_Skills",
                      "description": "Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the Power of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas.\nNormally you have a limit of a single Banner placed at one time.",
                      "url": "https://poe2db.tw/Banner_Skills",
                      "related": [
                        {
                          "key": "power",
                          "label": "Power",
                          "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                          "url": "https://poe2db.tw/us/Monster_Power",
                          "related": [
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Igniting",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "melee",
                  "label": "Melee",
                  "source": "Melee",
                  "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                  "url": "https://poe2db.tw/Melee",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": []
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "strike",
                  "label": "Strikes",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 32,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 43,
                    "end": 60,
                    "raw": "[Ignite|Igniting]",
                    "leftKey": "Ignite",
                    "label": "Igniting",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 135,
                    "end": 144,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 178,
                    "end": 185,
                    "raw": "[Melee]",
                    "leftKey": "Melee",
                    "label": "Melee",
                    "canonicalKey": "melee",
                    "resolved": true
                  },
                  {
                    "start": 186,
                    "end": 202,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 207,
                    "end": 219,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 224,
                    "end": 260,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 271,
                    "end": 278,
                    "raw": "[Melee]",
                    "leftKey": "Melee",
                    "label": "Melee",
                    "canonicalKey": "melee",
                    "resolved": true
                  },
                  {
                    "start": 279,
                    "end": 295,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 296,
                    "end": 305,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 11,
                    "end": 19,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 60,
                    "raw": "[AncestralBoost|Ancestrally Boosts]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosts",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 82,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 99,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1052",
                "baseItemId": "Metadata/Items/Gem/SkillGemAncestralCry",
                "activeSkillId": "ancestral_cry",
                "grantedEffectId": "AncestralCryPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WarriorAncestralCry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WarriorAncestralCrySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-997",
              "name": "Arctic Howl",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe8e7f1ab6290d66999e1aba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/de7c9b5ead598ce8749adc67.webp",
              "description": "Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "[Shapeshift] into a [Werewolf] and let out an icy howl that damages enemies and [Freeze|Freezes] [PrimedFreeze|Primed] enemies. If an enemy is [Frozen] or a [Frozen] enemy is [Hit], this Skill [Empowered|Empowers] your attacks with added [Cold] damage, causes [Empowered] [Slam|Slams] to create [ChilledGround|Chilled Ground], and grants your [Allies] added [Cold] damage. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 5.5 metres",
                  "short": "Warcry radius is 5.5 metres",
                  "maxLine": "Warcry radius is 5.5 metres",
                  "maxShort": "Warcry radius is 5.5 metres",
                  "q20Line": "Warcry radius is 5.5 metres",
                  "q20Short": "Warcry radius is 5.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff duration is 8 seconds",
                  "short": "Buff duration is 8 seconds",
                  "maxLine": "Buff duration is 8 seconds",
                  "maxShort": "Buff duration is 8 seconds",
                  "q20Line": "Buff duration is 8 seconds",
                  "q20Short": "Buff duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxLine": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxShort": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_buff_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxLine": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxShort": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "ggpkStatIds": [
                    "wolf_warcry_empowered_attack_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_empowered_attack_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Cannot cause Freeze Buildup",
                  "short": "Cannot cause Freeze Buildup",
                  "maxLine": "Cannot cause Freeze Buildup",
                  "maxShort": "Cannot cause Freeze Buildup",
                  "q20Line": "Cannot cause Freeze Buildup",
                  "q20Short": "Cannot cause Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Freeze enemies that are Primed for Freeze",
                  "short": "Freeze enemies that are Primed for Freeze",
                  "maxLine": "Freeze enemies that are Primed for Freeze",
                  "maxShort": "Freeze enemies that are Primed for Freeze",
                  "q20Line": "Freeze enemies that are Primed for Freeze",
                  "q20Short": "Freeze enemies that are Primed for Freeze",
                  "ggpkStatIds": [
                    "has_freeze_cull"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxLine": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxShort": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_cold_damage",
                    "secondary_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxLine": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxShort": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_freeze_buildup_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Cooldown",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "Nova",
                "SkillConsumesEnduranceChargesOnUse",
                "ConsumesCharges",
                "Buff",
                "Shapeshift",
                "Wolf"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "werewolf_form",
                  "label": "Werewolf",
                  "source": "Werewolf_Form",
                  "description": "Shapeshift into a Werewolf to draw power from the Cold light of the moon, leading your pack with rabid Attacks .\nWhile in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.",
                  "url": "https://poe2db.tw/Werewolf_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freezes",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "primedfreeze",
                  "label": "Primed",
                  "source": "PrimedFreeze",
                  "description": "Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Freeze",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "frozen",
                  "label": "Frozen",
                  "source": "Frozen",
                  "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                  "url": "https://poe2db.tw/Frozen",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowers",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  },
                  {
                    "start": 80,
                    "end": 96,
                    "raw": "[Freeze|Freezes]",
                    "leftKey": "Freeze",
                    "label": "Freezes",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 118,
                    "raw": "[PrimedFreeze|Primed]",
                    "leftKey": "PrimedFreeze",
                    "label": "Primed",
                    "canonicalKey": "primedfreeze",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 151,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 157,
                    "end": 165,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 175,
                    "end": 180,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 193,
                    "end": 213,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 238,
                    "end": 244,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 260,
                    "end": 271,
                    "raw": "[Empowered]",
                    "leftKey": "Empowered",
                    "label": "Empowered",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 272,
                    "end": 284,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 295,
                    "end": 325,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 343,
                    "end": 351,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 358,
                    "end": 364,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 427,
                    "end": 453,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:997",
                "baseItemId": "Metadata/Items/Gem/SkillGemWolfArcticHowl",
                "activeSkillId": "arctic_howl",
                "grantedEffectId": "WolfArcticHowlPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidTundraHunter.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidTundraHunterSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-692",
              "name": "Charge Regulation",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/14ae4524ec2902ae20b13246.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8ced7464b1c620a410174499.webp",
              "description": "While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.",
              "descriptionMarkup": "While active, you gain powerful [Buff|Buffs] based on your active [Charges]. However, maintaining the [Buff] Consumes [Charges] every few seconds.",
              "explicitMods": [
                {
                  "line": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "short": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "maxLine": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "maxShort": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "q20Line": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "q20Short": "(20 - 26)% more Critical Hit Chance while you have a Power Charge",
                  "ggpkStatIds": [
                    "charge_mastery_crit_chance_+%_final_with_power_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "short": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "maxLine": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "maxShort": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "q20Line": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "q20Short": "(15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance Charge",
                  "ggpkStatIds": [
                    "charge_mastery_armour_evasion_energy_shield_+%_final_with_endurance_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "short": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "maxLine": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "maxShort": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "q20Line": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "q20Short": "(20 - 25)% increased Skill Speed while you have a Frenzy Charge",
                  "ggpkStatIds": [
                    "charge_mastery_skill_speed_+%_with_frenzy_charges"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                },
                {
                  "line": "Consumes one of each Charge every 10 seconds",
                  "short": "Consumes one of each Charge every 10 seconds",
                  "maxLine": "Consumes one of each Charge every 10 seconds",
                  "maxShort": "Consumes one of each Charge every 10 seconds",
                  "q20Line": "Consumes one of each Charge every 10 seconds",
                  "q20Short": "Consumes one of each Charge every 10 seconds",
                  "ggpkStatIds": [
                    "consume_frenzy_power_and_endurance_charge_every_x_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "short": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "maxLine": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "maxShort": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "q20Line": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "q20Short": "Consumes one of each Charge every (0 - 2.4) seconds",
                  "ggpkStatIds": [
                    "consume_frenzy_power_and_endurance_charge_every_x_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 32,
                    "end": 44,
                    "raw": "[Buff|Buffs]",
                    "leftKey": "Buff",
                    "label": "Buffs",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 66,
                    "end": 75,
                    "raw": "[Charges]",
                    "leftKey": "Charges",
                    "label": "Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 102,
                    "end": 108,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 118,
                    "end": 127,
                    "raw": "[Charges]",
                    "leftKey": "Charges",
                    "label": "Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:692",
                "baseItemId": "Metadata/Items/Gem/SkillGemChargeInfusion",
                "activeSkillId": "charge_regulation",
                "grantedEffectId": "ChargeRegulationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/charge_regulation.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ChargeMasteryDeath.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ChargeMasterySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-295",
              "name": "Ferocious Roar",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Meta · Shapeshift · Bear · Nova · Cooldown",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/95e7b20ba36aa0a41a93ab9b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d5fa01a555ec794a6561f3a5.webp",
              "description": "Shapeshift into a Bear and roar in defiance, immediately gaining Rage if there are enemies nearby and Empowering subsequent Attacks to Break Armour. Alternatively, socketing a human-form Warcry into this Skill triggers that Warcry instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "[Shapeshift] into a [Bear] and roar in defiance, immediately gaining [Rage] if there are enemies nearby and [Empowered|Empowering] subsequent [Attack|Attacks] to [ArmourBreak|Break Armour]. Alternatively, socketing a human-form [Warcry] into this Skill triggers that [Warcry] instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 7 metres",
                  "short": "Warcry radius is 7 metres",
                  "maxLine": "Warcry radius is 7 metres",
                  "maxShort": "Warcry radius is 7 metres",
                  "q20Line": "Warcry radius is 7 metres",
                  "q20Short": "Warcry radius is 7 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                },
                {
                  "line": "Gain 2 Rage per enemy Power in range",
                  "short": "Gain 2 Rage per enemy Power in range",
                  "maxLine": "Gain 2 Rage per enemy Power in range",
                  "maxShort": "Gain 2 Rage per enemy Power in range",
                  "q20Line": "Gain 2 Rage per enemy Power in range",
                  "q20Short": "Gain 2 Rage per enemy Power in range",
                  "ggpkStatIds": [
                    "bear_warcry_gain_X_centirage_per_enemy_power"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                },
                {
                  "line": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "short": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "maxLine": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "maxShort": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "q20Line": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "q20Short": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "ggpkStatIds": [
                    "warcry_grant_break_X_armour_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                },
                {
                  "line": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "short": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "maxLine": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "maxShort": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "q20Line": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "q20Short": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Socketed Skills have 50% increased Area of Effect",
                  "short": "Socketed Skills have 50% increased Area of Effect",
                  "maxLine": "Socketed Skills have 50% increased Area of Effect",
                  "maxShort": "Socketed Skills have 50% increased Area of Effect",
                  "q20Line": "Socketed Skills have 50% increased Area of Effect",
                  "q20Short": "Socketed Skills have 50% increased Area of Effect",
                  "ggpkStatIds": [
                    "base_skill_area_of_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Socketed Skills deal (30 - 87)% increased Damage",
                  "short": "Socketed Skills deal (30 - 87)% increased Damage",
                  "maxLine": "Socketed Skills deal (30 - 87)% increased Damage",
                  "maxShort": "Socketed Skills deal (30 - 87)% increased Damage",
                  "q20Line": "Socketed Skills deal (30 - 87)% increased Damage",
                  "q20Short": "Socketed Skills deal (30 - 87)% increased Damage",
                  "ggpkStatIds": [
                    "damage_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Gain (0 - 1) Rage per enemy Power in range",
                  "short": "Gain (0 - 1) Rage per enemy Power in range",
                  "maxLine": "Gain (0 - 1) Rage per enemy Power in range",
                  "maxShort": "Gain (0 - 1) Rage per enemy Power in range",
                  "q20Line": "Gain (0 - 1) Rage per enemy Power in range",
                  "q20Short": "Gain (0 - 1) Rage per enemy Power in range",
                  "ggpkStatIds": [
                    "bear_warcry_gain_X_centirage_per_enemy_power"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Meta",
                "Shapeshift",
                "Bear",
                "Nova",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "bear_form",
                  "label": "Bear",
                  "source": "Bear_Form",
                  "description": "Shapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage .\nWhile in Bear form, you gain:\n• +10 to Armour per level\n• 30% of Armour also applies to Elemental Damage\n• an Endurance Charge for every 15 Rage you spend",
                  "url": "https://poe2db.tw/Bear_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "rage",
                      "label": "Rage",
                      "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                      "url": "https://poe2db.tw/Rage",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "elementaldamage",
                      "label": "ElementalDamage",
                      "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                      "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "charges",
                      "label": "Charges",
                      "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                      "url": "https://poe2db.tw/Charges",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "rage",
                  "label": "Rage",
                  "source": "Rage",
                  "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                  "url": "https://poe2db.tw/Rage",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowering",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 26,
                    "raw": "[Bear]",
                    "leftKey": "Bear",
                    "label": "Bear",
                    "canonicalKey": "bear_form",
                    "resolved": true
                  },
                  {
                    "start": 69,
                    "end": 75,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 108,
                    "end": 130,
                    "raw": "[Empowered|Empowering]",
                    "leftKey": "Empowered",
                    "label": "Empowering",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 142,
                    "end": 158,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 162,
                    "end": 188,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 228,
                    "end": 236,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 267,
                    "end": 275,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 373,
                    "end": 399,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 26,
                    "raw": "[Bear]",
                    "leftKey": "Bear",
                    "label": "Bear",
                    "canonicalKey": "bear_form",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 51,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 78,
                    "raw": "[Empowered|Empowering]",
                    "leftKey": "Empowered",
                    "label": "Empowering",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 95,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 99,
                    "end": 125,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:295",
                "baseItemId": "Metadata/Items/Gems/SkillGemFerociousRoar",
                "activeSkillId": "ferocious_roar",
                "grantedEffectId": "FerociousRoarMetaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidBearWarcry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BearWarcryMetaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-495",
              "name": "Fortifying Cry",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Duration · Damage · ConsumesCharges · Cooldown · Physical",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/55484bd887f45e6dc427d7e8.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/93ff365050d4f0d169e492ca.webp",
              "description": "Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "Perform a [Warcry] that grants [Guard] and [Trigger|Triggers] Shield Wave when subsequent Shield [Attack|Attacks] deal damage. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 4 metres",
                  "short": "Warcry radius is 4 metres",
                  "maxLine": "Warcry radius is 4 metres",
                  "maxShort": "Warcry radius is 4 metres",
                  "q20Line": "Warcry radius is 4 metres",
                  "q20Short": "Warcry radius is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "Guard duration is 4 seconds",
                  "short": "Guard duration is 4 seconds",
                  "maxLine": "Guard duration is 4 seconds",
                  "maxShort": "Guard duration is 4 seconds",
                  "q20Line": "Guard duration is 4 seconds",
                  "q20Short": "Guard duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "short": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "shielding_cry_an_additional_empowered_attack_per_X_mp",
                    "shielding_cry_an_additional_empowered_attack_per_X_mp_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "short": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "maxLine": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "maxShort": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "q20Line": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "q20Short": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "ggpkStatIds": [
                    "shielding_cry_grant_X_guard_per_5_mp",
                    "shielding_cry_grant_X_guard_per_5_mp_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "short": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "maxLine": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "maxShort": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "q20Line": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "q20Short": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "ggpkStatIds": [
                    "skill_triggered_manually_by_other_skill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                },
                {
                  "line": "Shockwave radius is 2 metres",
                  "short": "Shockwave radius is 2 metres",
                  "maxLine": "Shockwave radius is 2 metres",
                  "maxShort": "Shockwave radius is 2 metres",
                  "q20Line": "Shockwave radius is 2 metres",
                  "q20Short": "Shockwave radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                },
                {
                  "line": "Modifiers to Damage with Warcries affect this Skill",
                  "short": "Modifiers to Damage with Warcries affect this Skill",
                  "maxLine": "Modifiers to Damage with Warcries affect this Skill",
                  "maxShort": "Modifiers to Damage with Warcries affect this Skill",
                  "q20Line": "Modifiers to Damage with Warcries affect this Skill",
                  "q20Short": "Modifiers to Damage with Warcries affect this Skill",
                  "ggpkStatIds": [
                    "modifiers_to_warcry_damage_also_apply_to_this"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                },
                {
                  "line": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "short": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "maxLine": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "maxShort": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "q20Line": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "q20Short": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "ggpkStatIds": [
                    "off_hand_weapon_minimum_physical_damage",
                    "off_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxLine": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxShort": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "ggpkStatIds": [
                    "off_hand_minimum_added_physical_damage_per_15_shield_armour",
                    "off_hand_maximum_added_physical_damage_per_15_shield_armour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Shockwave radius is (0 - 0.4) metres",
                  "short": "Shockwave radius is (0 - 0.4) metres",
                  "maxLine": "Shockwave radius is (0 - 0.4) metres",
                  "maxShort": "Shockwave radius is (0 - 0.4) metres",
                  "q20Line": "Shockwave radius is (0 - 0.4) metres",
                  "q20Short": "Shockwave radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Duration",
                "Damage",
                "ConsumesCharges",
                "Cooldown",
                "Physical",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "SkillConsumesEnduranceChargesOnUse",
                "Nova"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "guard",
                  "label": "Guard",
                  "source": "Guard",
                  "description": "Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.",
                  "url": "https://poe2db.tw/Guard",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Triggers",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 31,
                    "end": 38,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 43,
                    "end": 61,
                    "raw": "[Trigger|Triggers]",
                    "leftKey": "Trigger",
                    "label": "Triggers",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 113,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 181,
                    "end": 207,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 31,
                    "end": 38,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 61,
                    "end": 77,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 78,
                    "end": 87,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:495",
                "baseItemId": "Metadata/Items/Gem/SkillGemFortifyingCry",
                "activeSkillId": "fortifying_cry",
                "grantedEffectId": "FortifyingCryPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WarriorShieldingCry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WarriorShieldingCrySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-97",
              "name": "Infernal Cry",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Duration · Fire · Cooldown · ConsumesCharges · EmpowersOtherSkill",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a8be2669a6e020f49bcc55a8.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5e16a9b36e173bd648f83413.webp",
              "description": "Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "Perform a [Warcry], [Empowered|Empowering] subsequent [Melee] [Attack|Attacks] if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Empowered Attacks Gain (30 - 49)% of damage as extra Fire damage",
                  "short": "Empowered Attacks Gain (30 - 49)% of damage as extra Fire damage",
                  "maxLine": "Empowered Attacks Gain (30 - 49)% of damage as extra Fire damage",
                  "maxShort": "Empowered Attacks Gain (30 - 49)% of damage as extra Fire damage",
                  "q20Line": "Empowered Attacks Gain (30 - 49)% of damage as extra Fire damage",
                  "q20Short": "Empowered Attacks Gain (30 - 49)% of damage as extra Fire damage",
                  "ggpkStatIds": [
                    "infernal_cry_exerted_attack_all_damage_%_to_gain_as_fire_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/infernal_cry.csd"
                },
                {
                  "line": "Warcry radius is 4 metres",
                  "short": "Warcry radius is 4 metres",
                  "maxLine": "Warcry radius is 4 metres",
                  "maxShort": "Warcry radius is 4 metres",
                  "q20Line": "Warcry radius is 4 metres",
                  "q20Short": "Warcry radius is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/infernal_cry.csd"
                },
                {
                  "line": "Destabilises Enemies for 8 seconds",
                  "short": "Destabilises Enemies for 8 seconds",
                  "maxLine": "Destabilises Enemies for 8 seconds",
                  "maxShort": "Destabilises Enemies for 8 seconds",
                  "q20Line": "Destabilises Enemies for 8 seconds",
                  "q20Short": "Destabilises Enemies for 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/infernal_cry.csd"
                },
                {
                  "line": "Empowers one Attack per 10 enemy Power in range, counting up to 50 Power",
                  "short": "Empowers one Attack per 10 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Empowers one Attack per 10 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Empowers one Attack per 10 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Empowers one Attack per 10 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Empowers one Attack per 10 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 1.6 metres",
                  "short": "Explosion radius is 1.6 metres",
                  "maxLine": "Explosion radius is 1.6 metres",
                  "maxShort": "Explosion radius is 1.6 metres",
                  "q20Line": "Explosion radius is 1.6 metres",
                  "q20Short": "Explosion radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/infernal_cry_corpse_explosion.csd"
                },
                {
                  "line": "Deals 10% more Fire Damage per 1 Power of exploding Corpse",
                  "short": "Deals 10% more Fire Damage per 1 Power of exploding Corpse",
                  "maxLine": "Deals 10% more Fire Damage per 1 Power of exploding Corpse",
                  "maxShort": "Deals 10% more Fire Damage per 1 Power of exploding Corpse",
                  "q20Line": "Deals 10% more Fire Damage per 1 Power of exploding Corpse",
                  "q20Short": "Deals 10% more Fire Damage per 1 Power of exploding Corpse",
                  "ggpkStatIds": [
                    "infernal_cry_explosion_fire_damage_+%_final_per_corpse_power"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (3 - 112) to (5 - 167) Fire Damage",
                  "short": "Deals (3 - 112) to (5 - 167) Fire Damage",
                  "maxLine": "Deals (3 - 112) to (5 - 167) Fire Damage",
                  "maxShort": "Deals (3 - 112) to (5 - 167) Fire Damage",
                  "q20Line": "Deals (3 - 112) to (5 - 167) Fire Damage",
                  "q20Short": "Deals (3 - 112) to (5 - 167) Fire Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_fire_damage",
                    "secondary_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Empowered Attacks Gain (0 - 10)% of damage as extra Fire damage",
                  "short": "Empowered Attacks Gain (0 - 10)% of damage as extra Fire damage",
                  "maxLine": "Empowered Attacks Gain (0 - 10)% of damage as extra Fire damage",
                  "maxShort": "Empowered Attacks Gain (0 - 10)% of damage as extra Fire damage",
                  "q20Line": "Empowered Attacks Gain (0 - 10)% of damage as extra Fire damage",
                  "q20Short": "Empowered Attacks Gain (0 - 10)% of damage as extra Fire damage",
                  "ggpkStatIds": [
                    "infernal_cry_exerted_attack_all_damage_%_to_gain_as_fire_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/infernal_cry.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Duration",
                "Fire",
                "Cooldown",
                "ConsumesCharges",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "SkillConsumesEnduranceChargesOnUse",
                "Nova"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowering",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "melee",
                  "label": "Melee",
                  "source": "Melee",
                  "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                  "url": "https://poe2db.tw/Melee",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": []
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 42,
                    "raw": "[Empowered|Empowering]",
                    "leftKey": "Empowered",
                    "label": "Empowering",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 54,
                    "end": 61,
                    "raw": "[Melee]",
                    "leftKey": "Melee",
                    "label": "Melee",
                    "canonicalKey": "melee",
                    "resolved": true
                  },
                  {
                    "start": 62,
                    "end": 78,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 235,
                    "end": 261,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 24,
                    "end": 44,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 66,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:97",
                "baseItemId": "Metadata/Items/Gems/SkillGemInfernalCry",
                "activeSkillId": "infernal_cry",
                "grantedEffectId": "InfernalCryPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/infernal_cry.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteInfernalCry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/InfernalCrySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-408",
              "name": "Magma Barrier",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · OngoingSkill · HasReservation · Fire · Persistent · GeneratesCharges",
              "levelRequirement": 11,
              "requirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f237e447873b68d8f0675f49.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5111c7be17ad3d8e9aae393e.webp",
              "description": "While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance Charge.",
              "descriptionMarkup": "While active, increases your [ChanceToBlock|Block Chance] passively and imbues your [Shield] with lava over time. When fully imbued, your next [Block|Block] with your [Shield] raised will expend the lava to [Trigger] the Magma Spray skill and grant you an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Fully imbues Shield in 8 seconds",
                  "short": "Fully imbues Shield in 8 seconds",
                  "maxLine": "Fully imbues Shield in 8 seconds",
                  "maxShort": "Fully imbues Shield in 8 seconds",
                  "q20Line": "Fully imbues Shield in 8 seconds",
                  "q20Short": "Fully imbues Shield in 8 seconds",
                  "ggpkStatIds": [
                    "igneous_shield_charge_up_time_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/magma_barrier.csd"
                },
                {
                  "line": "Grants 25% increased Block chance",
                  "short": "Grants 25% increased Block chance",
                  "maxLine": "Grants 25% increased Block chance",
                  "maxShort": "Grants 25% increased Block chance",
                  "q20Line": "Grants 25% increased Block chance",
                  "q20Short": "Grants 25% increased Block chance",
                  "ggpkStatIds": [
                    "skill_igneous_shield_grants_block_chance_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/magma_barrier.csd"
                },
                {
                  "line": "Magma Spray radius is 2.8 metres",
                  "short": "Magma Spray radius is 2.8 metres",
                  "maxLine": "Magma Spray radius is 2.8 metres",
                  "maxShort": "Magma Spray radius is 2.8 metres",
                  "q20Line": "Magma Spray radius is 2.8 metres",
                  "q20Short": "Magma Spray radius is 2.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/magma_barrier_explosion.csd"
                },
                {
                  "line": "5 to 7 Added Fire damage per 15 Armour on Shield",
                  "short": "5 to 7 Added Fire damage per 15 Armour on Shield",
                  "maxLine": "5 to 7 Added Fire damage per 15 Armour on Shield",
                  "maxShort": "5 to 7 Added Fire damage per 15 Armour on Shield",
                  "q20Line": "5 to 7 Added Fire damage per 15 Armour on Shield",
                  "q20Short": "5 to 7 Added Fire damage per 15 Armour on Shield",
                  "ggpkStatIds": [
                    "off_hand_minimum_added_fire_damage_per_15_shield_armour",
                    "off_hand_maximum_added_fire_damage_per_15_shield_armour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "5 to 7 Added Fire damage per 15 Evasion on Shield",
                  "short": "5 to 7 Added Fire damage per 15 Evasion on Shield",
                  "maxLine": "5 to 7 Added Fire damage per 15 Evasion on Shield",
                  "maxShort": "5 to 7 Added Fire damage per 15 Evasion on Shield",
                  "q20Line": "5 to 7 Added Fire damage per 15 Evasion on Shield",
                  "q20Short": "5 to 7 Added Fire damage per 15 Evasion on Shield",
                  "ggpkStatIds": [
                    "off_hand_minimum_added_fire_damage_per_15_shield_evasion",
                    "off_hand_maximum_added_fire_damage_per_15_shield_evasion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "(4 - 103) to (6 - 155) Base Off Hand Fire Damage",
                  "short": "(4 - 103) to (6 - 155) Base Off Hand Fire Damage",
                  "maxLine": "(4 - 103) to (6 - 155) Base Off Hand Fire Damage",
                  "maxShort": "(4 - 103) to (6 - 155) Base Off Hand Fire Damage",
                  "q20Line": "(4 - 103) to (6 - 155) Base Off Hand Fire Damage",
                  "q20Short": "(4 - 103) to (6 - 155) Base Off Hand Fire Damage",
                  "ggpkStatIds": [
                    "off_hand_weapon_minimum_fire_damage",
                    "off_hand_weapon_maximum_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 5)% increased Block chance",
                  "short": "+(0 - 5)% increased Block chance",
                  "maxLine": "+(0 - 5)% increased Block chance",
                  "maxShort": "+(0 - 5)% increased Block chance",
                  "q20Line": "+(0 - 5)% increased Block chance",
                  "q20Short": "+(0 - 5)% increased Block chance",
                  "ggpkStatIds": [
                    "skill_igneous_shield_grants_block_chance_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/magma_barrier.csd"
                }
              ],
              "tags": [
                "Buff",
                "OngoingSkill",
                "HasReservation",
                "Fire",
                "Persistent",
                "GeneratesCharges"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "chance_to_block",
                  "label": "Block Chance",
                  "source": "Chance_to_Block",
                  "description": "Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .",
                  "url": "https://poe2db.tw/Chance_to_Block",
                  "related": [
                    {
                      "key": "block",
                      "label": "Block",
                      "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                      "url": "https://poe2db.tw/Block",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shield",
                  "label": "Shield",
                  "source": "Shield",
                  "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                  "url": "https://poe2db.tw/us/Shields",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "block",
                      "label": "Block",
                      "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                      "url": "https://poe2db.tw/Block",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parrieddebuff",
                          "label": "ParriedDebuff",
                          "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                          "url": "https://poe2db.tw/us/Parried",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "block",
                  "label": "Block",
                  "source": "Block",
                  "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                  "url": "https://poe2db.tw/Block",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 29,
                    "end": 57,
                    "raw": "[ChanceToBlock|Block Chance]",
                    "leftKey": "ChanceToBlock",
                    "label": "Block Chance",
                    "canonicalKey": "chance_to_block",
                    "resolved": true
                  },
                  {
                    "start": 84,
                    "end": 92,
                    "raw": "[Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 156,
                    "raw": "[Block|Block]",
                    "leftKey": "Block",
                    "label": "Block",
                    "canonicalKey": "block",
                    "resolved": true
                  },
                  {
                    "start": 167,
                    "end": 175,
                    "raw": "[Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 207,
                    "end": 216,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 256,
                    "end": 282,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:408",
                "baseItemId": "Metadata/Items/Gem/SkillGemMagmaBarrier",
                "activeSkillId": "magma_barrier",
                "grantedEffectId": "MagmaBarrierPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/magma_barrier.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteMagmaBarrier.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/MagmaBarrierSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-169",
              "name": "Seismic Cry",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Damage · ConsumesCharges · SkillConsumesEnduranceChargesOnUse · Cooldown · Physical",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/444cbae17f649cdb2e8fce5c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f7035c08216b6c998a801d51.webp",
              "description": "Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "Perform a damaging [Warcry], [Knockback|Knocking Back] nearby enemies and [HeavyStun|Heavy Stunning] enemies that are [PrimedStun|Primed for Stun]. If an enemy is [HeavyStun|Heavy Stunned] or a currently [HeavyStun|Heavy Stunned] enemy is [Hit], this Skill [Empowered|Empowers] subsequent [Slam|Slams] to perform an additional [Aftershock|Aftershock]. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 4 metres",
                  "short": "Warcry radius is 4 metres",
                  "maxLine": "Warcry radius is 4 metres",
                  "maxShort": "Warcry radius is 4 metres",
                  "q20Line": "Warcry radius is 4 metres",
                  "q20Short": "Warcry radius is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/seismic_cry.csd"
                },
                {
                  "line": "Empowers one Slam per 10 enemy Power in range, counting up to 50 Power",
                  "short": "Empowers one Slam per 10 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Empowers one Slam per 10 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Empowers one Slam per 10 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Empowers one Slam per 10 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Empowers one Slam per 10 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/seismic_cry.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (7 - 223) to (10 - 335) Physical Damage",
                  "short": "Deals (7 - 223) to (10 - 335) Physical Damage",
                  "maxLine": "Deals (7 - 223) to (10 - 335) Physical Damage",
                  "maxShort": "Deals (7 - 223) to (10 - 335) Physical Damage",
                  "q20Line": "Deals (7 - 223) to (10 - 335) Physical Damage",
                  "q20Short": "Deals (7 - 223) to (10 - 335) Physical Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_physical_damage",
                    "secondary_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Empowered Attack Aftershocks deal (0 - 10)% more damage",
                  "short": "Empowered Attack Aftershocks deal (0 - 10)% more damage",
                  "maxLine": "Empowered Attack Aftershocks deal (0 - 10)% more damage",
                  "maxShort": "Empowered Attack Aftershocks deal (0 - 10)% more damage",
                  "q20Line": "Empowered Attack Aftershocks deal (0 - 10)% more damage",
                  "q20Short": "Empowered Attack Aftershocks deal (0 - 10)% more damage",
                  "ggpkStatIds": [
                    "seismic_cry_slam_skill_aftershock_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/seismic_cry.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Damage",
                "ConsumesCharges",
                "SkillConsumesEnduranceChargesOnUse",
                "Cooldown",
                "Physical",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "Nova"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "knockback",
                  "label": "Knocking Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "heavy_stun",
                  "label": "Heavy Stunning",
                  "source": "Heavy_Stun",
                  "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Heavy_Stun",
                  "related": [
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pinned",
                          "label": "Pinned",
                          "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                          "url": "https://poe2db.tw/Pinned",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "primedstun",
                  "label": "Primed for Stun",
                  "source": "PrimedStun",
                  "description": "Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Stun",
                  "related": [
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowers",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "aftershock",
                  "label": "Aftershock",
                  "source": "Aftershock",
                  "description": "Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.",
                  "url": "https://poe2db.tw/us/Aftershocks",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 19,
                    "end": 27,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 29,
                    "end": 54,
                    "raw": "[Knockback|Knocking Back]",
                    "leftKey": "Knockback",
                    "label": "Knocking Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 100,
                    "raw": "[HeavyStun|Heavy Stunning]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stunning",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 118,
                    "end": 146,
                    "raw": "[PrimedStun|Primed for Stun]",
                    "leftKey": "PrimedStun",
                    "label": "Primed for Stun",
                    "canonicalKey": "primedstun",
                    "resolved": true
                  },
                  {
                    "start": 163,
                    "end": 188,
                    "raw": "[HeavyStun|Heavy Stunned]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stunned",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 204,
                    "end": 229,
                    "raw": "[HeavyStun|Heavy Stunned]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stunned",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 239,
                    "end": 244,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 257,
                    "end": 277,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 289,
                    "end": 301,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 327,
                    "end": 350,
                    "raw": "[Aftershock|Aftershock]",
                    "leftKey": "Aftershock",
                    "label": "Aftershock",
                    "canonicalKey": "aftershock",
                    "resolved": true
                  },
                  {
                    "start": 406,
                    "end": 432,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 27,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 33,
                    "end": 53,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 59,
                    "end": 71,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 78,
                    "end": 101,
                    "raw": "[HeavyStun|Heavy Stuns]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stuns",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:169",
                "baseItemId": "Metadata/Items/Gems/SkillGemSeismicCry",
                "activeSkillId": "seismic_cry",
                "grantedEffectId": "SeismicCryPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/seismic_cry.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteSeismicCry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SeismicCrySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-366",
              "name": "Spell Totem",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "SummonsTotem · Duration · Trappable · Mineable · Meta · Limit · HasUsageCondition",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/390ee7db7782a8cbfef46542.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5b439a2fd04045ad8a9f1701.webp",
              "description": "Consume any combination of 3 Power and/or Endurance Charges to raise a Totem that uses socketed Spells. Cannot use Skills with Cooldowns.",
              "descriptionMarkup": "Consume any combination of 3 [Charges|Power and/or Endurance Charges] to raise a [Totem] that uses socketed [Spell|Spells]. Cannot use Skills with Cooldowns.",
              "explicitMods": [
                {
                  "line": "Socketed Skills deal 10% more damage per Power Charge Consumed",
                  "short": "Socketed Skills deal 10% more damage per Power Charge Consumed",
                  "maxLine": "Socketed Skills deal 10% more damage per Power Charge Consumed",
                  "maxShort": "Socketed Skills deal 10% more damage per Power Charge Consumed",
                  "q20Line": "Socketed Skills deal 10% more damage per Power Charge Consumed",
                  "q20Short": "Socketed Skills deal 10% more damage per Power Charge Consumed",
                  "ggpkStatIds": [
                    "spell_totem_damage_+%_final_per_power_charge_consumed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_meta_totem_spell.csd"
                },
                {
                  "line": "20% more Totem life per Endurance Charge Consumed",
                  "short": "20% more Totem life per Endurance Charge Consumed",
                  "maxLine": "20% more Totem life per Endurance Charge Consumed",
                  "maxShort": "20% more Totem life per Endurance Charge Consumed",
                  "q20Line": "20% more Totem life per Endurance Charge Consumed",
                  "q20Short": "20% more Totem life per Endurance Charge Consumed",
                  "ggpkStatIds": [
                    "spell_totem_maximum_life_+%_final_per_endurance_charge_consumed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_meta_totem_spell.csd"
                },
                {
                  "line": "20% more Totem duration per Endurance Charge Consumed",
                  "short": "20% more Totem duration per Endurance Charge Consumed",
                  "maxLine": "20% more Totem duration per Endurance Charge Consumed",
                  "maxShort": "20% more Totem duration per Endurance Charge Consumed",
                  "q20Line": "20% more Totem duration per Endurance Charge Consumed",
                  "q20Short": "20% more Totem duration per Endurance Charge Consumed",
                  "ggpkStatIds": [
                    "spell_totem_totem_duration_+%_final_per_endurance_charge_consumed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_meta_totem_spell.csd"
                },
                {
                  "line": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "short": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "maxLine": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "maxShort": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "q20Line": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "q20Short": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "ggpkStatIds": [
                    "totem_elemental_resistance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "short": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "maxLine": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "maxShort": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "q20Line": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "q20Short": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "ggpkStatIds": [
                    "totem_chaos_resistance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Limit (1 - 2) Totems",
                  "short": "Limit (1 - 2) Totems",
                  "maxLine": "Limit (1 - 2) Totems",
                  "maxShort": "Limit (1 - 2) Totems",
                  "q20Line": "Limit (1 - 2) Totems",
                  "q20Short": "Limit (1 - 2) Totems",
                  "ggpkStatIds": [
                    "base_number_of_totems_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Totem duration is 8 seconds",
                  "short": "Totem duration is 8 seconds",
                  "maxLine": "Totem duration is 8 seconds",
                  "maxShort": "Totem duration is 8 seconds",
                  "q20Line": "Totem duration is 8 seconds",
                  "q20Short": "Totem duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_totem_duration",
                    "quality_display_base_totem_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Socketed Skills have 25% less Cast Speed",
                  "short": "Socketed Skills have 25% less Cast Speed",
                  "maxLine": "Socketed Skills have 25% less Cast Speed",
                  "maxShort": "Socketed Skills have 25% less Cast Speed",
                  "q20Line": "Socketed Skills have 25% less Cast Speed",
                  "q20Short": "Socketed Skills have 25% less Cast Speed",
                  "ggpkStatIds": [
                    "support_spell_totem_cast_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Totem duration is (0 - 4) seconds",
                  "short": "Totem duration is (0 - 4) seconds",
                  "maxLine": "Totem duration is (0 - 4) seconds",
                  "maxShort": "Totem duration is (0 - 4) seconds",
                  "q20Line": "Totem duration is (0 - 4) seconds",
                  "q20Short": "Totem duration is (0 - 4) seconds",
                  "ggpkStatIds": [
                    "base_totem_duration",
                    "quality_display_base_totem_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "SummonsTotem",
                "Duration",
                "Trappable",
                "Mineable",
                "Meta",
                "Limit",
                "HasUsageCondition",
                "RequiresCharges",
                "ConsumesCharges",
                "SkillConsumesEnduranceChargesOnUse",
                "SkillConsumesPowerChargesOnUse",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Power and/or Endurance Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 29,
                    "end": 69,
                    "raw": "[Charges|Power and/or Endurance Charges]",
                    "leftKey": "Charges",
                    "label": "Power and/or Endurance Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 88,
                    "raw": "[Totem]",
                    "leftKey": "Totem",
                    "label": "Totem",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 108,
                    "end": 122,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 10,
                    "end": 46,
                    "raw": "[Charges|Power or Endurance Charges]",
                    "leftKey": "Charges",
                    "label": "Power or Endurance Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 58,
                    "end": 65,
                    "raw": "[Totem]",
                    "leftKey": "Totem",
                    "label": "Totem",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 86,
                    "end": 100,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell",
                  "Totem"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:366",
                "baseItemId": "Metadata/Items/Gems/SkillGemSpellTotem",
                "activeSkillId": "summon_meta_totem_spell",
                "grantedEffectId": "SummonMetaTotemSpellTotemPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/summon_meta_totem_spell.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidSpellTotem.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidSpellTotemSkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-652",
              "name": "Armour Break II",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8aac61449a3433a12444d0a5.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/994c66feb8288574bba9226d.webp",
              "description": "Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.",
              "descriptionMarkup": "Supports Skills that [Hit] Enemies, causing those [Hit|Hits] to [ArmourBreak|Break Armour] based on a portion of [Physical|Physical Damage] dealt. On [ArmourBreak|Fully Breaking Armour] with Supported Skills, you have a chance to gain an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxLine": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxShort": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "ggpkStatIds": [
                    "armour_break_physical_damage_%_dealt_as_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "short": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "maxLine": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "maxShort": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "q20Line": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "q20Short": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "ggpkStatIds": [
                    "chance_to_gain_endurance_charge_on_armour_break_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical Damage",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 26,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 60,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 90,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 139,
                    "raw": "[Physical|Physical Damage]",
                    "leftKey": "Physical",
                    "label": "Physical Damage",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 150,
                    "end": 185,
                    "raw": "[ArmourBreak|Fully Breaking Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Breaking Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 238,
                    "end": 264,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:652",
                "baseItemId": "Metadata/Items/Gems/SupportGemSplinterTwo",
                "activeSkillId": "",
                "grantedEffectId": "SupportArmourBreakPlayerTwo",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ArmourBreakSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ArmourBreakSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "You have Endurance Charges. These can interact with or augment certain skills and effects.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
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            "truncated": true,
            "matchTerms": [
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            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        }
      ]
    },
    {
      "id": "auras",
      "label": "Auras",
      "summary": "Player-facing Aura skills selected by exact ActiveSkills identity, with their GGPK descriptions, CSD effect lines, and locally published client art.",
      "entries": [
        {
          "id": "alchemists_boon",
          "title": "Alchemist's Boon",
          "description": "While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 887,
            "id": "alchemists_boon",
            "rawName": "Alchemist's Boon",
            "rawDescription": "While active, grants you [Flask] charges passively and causes Life and Mana recovery from your [Flask|Flasks] to also apply to [Allies] in your [Presence].",
            "statIds": [
              "recovery_from_flasks_applies_to_allies_in_presence_%",
              "skill_alchemists_boon_generate_x_charges_for_any_flask_per_minute"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-711",
              "name": "Alchemist's Boon",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · Aura · AttackInPlace",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/49e995f08489e4804306b0b3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3075899942c7b9edb1b4608d.webp",
              "description": "While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.",
              "descriptionMarkup": "While active, grants you [Flask] charges passively and causes Life and Mana recovery from your [Flask|Flasks] to also apply to [Allies] in your [Presence].",
              "explicitMods": [
                {
                  "line": "(15 - 34)% of recovery from your Flasks is also granted to Allies in your Presence",
                  "short": "(15 - 34)% of recovery from your Flasks is also granted to Allies in your Presence",
                  "maxLine": "(15 - 34)% of recovery from your Flasks is also granted to Allies in your Presence",
                  "maxShort": "(15 - 34)% of recovery from your Flasks is also granted to Allies in your Presence",
                  "q20Line": "(15 - 34)% of recovery from your Flasks is also granted to Allies in your Presence",
                  "q20Short": "(15 - 34)% of recovery from your Flasks is also granted to Allies in your Presence",
                  "ggpkStatIds": [
                    "recovery_from_flasks_applies_to_allies_in_presence_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/alchemists_boon.csd"
                },
                {
                  "line": "Grants you (0.17 - 0.23) Flask charges per second",
                  "short": "Grants you (0.17 - 0.23) Flask charges per second",
                  "maxLine": "Grants you (0.17 - 0.23) Flask charges per second",
                  "maxShort": "Grants you (0.17 - 0.23) Flask charges per second",
                  "q20Line": "Grants you (0.17 - 0.23) Flask charges per second",
                  "q20Short": "Grants you (0.17 - 0.23) Flask charges per second",
                  "ggpkStatIds": [
                    "skill_alchemists_boon_generate_x_charges_for_any_flask_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/alchemists_boon.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Grants you (0 - 0.03) Flask charges per second",
                  "short": "Grants you (0 - 0.03) Flask charges per second",
                  "maxLine": "Grants you (0 - 0.03) Flask charges per second",
                  "maxShort": "Grants you (0 - 0.03) Flask charges per second",
                  "q20Line": "Grants you (0 - 0.03) Flask charges per second",
                  "q20Short": "Grants you (0 - 0.03) Flask charges per second",
                  "ggpkStatIds": [
                    "skill_alchemists_boon_generate_x_charges_for_any_flask_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/alchemists_boon.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "Aura",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "flask",
                  "label": "Flask",
                  "source": "Flask",
                  "description": "Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.\nNormal enemies grant Flask charges equal to half their Power\nMagic enemies grant Flask charges equal to their Power\nRare and Unique enemies grant Flask charges equal to twice their Power\nCheckpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.",
                  "url": "https://poe2db.tw/us/Flasks",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "wells",
                      "label": "Wells",
                      "description": "Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.",
                      "url": "https://poe2db.tw/us/Wells",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 25,
                    "end": 32,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  },
                  {
                    "start": 95,
                    "end": 109,
                    "raw": "[Flask|Flasks]",
                    "leftKey": "Flask",
                    "label": "Flasks",
                    "canonicalKey": "flask",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 135,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 144,
                    "end": 154,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:711",
                "baseItemId": "Metadata/Items/Gem/SkillGemAlchemistsBoon",
                "activeSkillId": "alchemists_boon",
                "grantedEffectId": "AlchemistsBoonPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/alchemists_boon.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/AlchemistsBoonSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/AlchemistsBoonSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "alchemists_boon"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "blasphemy",
          "title": "Blasphemy",
          "description": "Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 808,
            "id": "blasphemy",
            "rawName": "Blasphemy",
            "rawDescription": "Turn socketed [Curse] skills into vile [Aura|Auras], applying their effects to all nearby enemies.",
            "statIds": [
              "blasphemy_base_spirit_reservation_per_socketed_curse",
              "curse_apply_as_aura",
              "curse_supported_by_blasphemy",
              "support_blasphemy_curse_effect_+%_final"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-96",
              "name": "Blasphemy",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Area · Buff · HasReservation · Aura · AreaSpell · OngoingSkill · Persistent",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/7d32158fa75994720d8143cb.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/511dd2aa4e6b36d50d3ebc1a.webp",
              "description": "Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.",
              "descriptionMarkup": "Turn socketed [Curse] skills into vile [Aura|Auras], applying their effects to all nearby enemies.",
              "explicitMods": [
                {
                  "line": "Reserves 60 Spirit per socketed Curse",
                  "short": "Reserves 60 Spirit per socketed Curse",
                  "maxLine": "Reserves 60 Spirit per socketed Curse",
                  "maxShort": "Reserves 60 Spirit per socketed Curse",
                  "q20Line": "Reserves 60 Spirit per socketed Curse",
                  "q20Short": "Reserves 60 Spirit per socketed Curse",
                  "ggpkStatIds": [
                    "blasphemy_base_spirit_reservation_per_socketed_curse"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Socketed Curse Skills apply in an Aura around you",
                  "short": "Socketed Curse Skills apply in an Aura around you",
                  "maxLine": "Socketed Curse Skills apply in an Aura around you",
                  "maxShort": "Socketed Curse Skills apply in an Aura around you",
                  "q20Line": "Socketed Curse Skills apply in an Aura around you",
                  "q20Short": "Socketed Curse Skills apply in an Aura around you",
                  "ggpkStatIds": [
                    "curse_apply_as_aura",
                    "curse_supported_by_blasphemy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Curses have (41 - 50)% less Magnitudes",
                  "short": "Supported Curses have (41 - 50)% less Magnitudes",
                  "maxLine": "Supported Curses have (41 - 50)% less Magnitudes",
                  "maxShort": "Supported Curses have (41 - 50)% less Magnitudes",
                  "q20Line": "Supported Curses have (41 - 50)% less Magnitudes",
                  "q20Short": "Supported Curses have (41 - 50)% less Magnitudes",
                  "ggpkStatIds": [
                    "support_blasphemy_curse_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Reservation Efficiency",
                  "short": "(0 - 10)% increased Reservation Efficiency",
                  "maxLine": "(0 - 10)% increased Reservation Efficiency",
                  "maxShort": "(0 - 10)% increased Reservation Efficiency",
                  "q20Line": "(0 - 10)% increased Reservation Efficiency",
                  "q20Short": "(0 - 10)% increased Reservation Efficiency",
                  "ggpkStatIds": [
                    "base_reservation_efficiency_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Area",
                "Buff",
                "HasReservation",
                "Aura",
                "AreaSpell",
                "OngoingSkill",
                "Persistent",
                "Meta",
                "CanHaveMultipleOngoingSkillInstances",
                "IsBlasphemy",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 14,
                    "end": 21,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 39,
                    "end": 51,
                    "raw": "[Aura|Auras]",
                    "leftKey": "Aura",
                    "label": "Auras",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura",
                  "Curse"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:96",
                "baseItemId": "Metadata/Items/Gems/SkillGemBlasphemy",
                "activeSkillId": "blasphemy",
                "grantedEffectId": "BlasphemyPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WitchBlasphemy.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchBlasphemySkillGem.dds"
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            }
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          "sourceAudit": {
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            "truncated": false,
            "matchTerms": [
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            "availabilityPolicy": "client-present / availability-unresolved"
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        },
        {
          "id": "discipline",
          "title": "Discipline",
          "description": "Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 96,
            "id": "discipline",
            "rawName": "Discipline",
            "rawDescription": "Emit an [Aura] that grants you and [Allies] in your [Presence] additional [Total] [EnergyShield|Energy Shield].",
            "statIds": [
              "base_skill_buff_total_maximum_energy_shield_+_to_apply"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-60",
              "name": "Discipline",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eff39965a912fb543de816d5.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.",
              "descriptionMarkup": "Emit an [Aura] that grants you and [Allies] in your [Presence] additional [Total] [EnergyShield|Energy Shield].",
              "explicitMods": [
                {
                  "line": "Aura grants +(18 - 328) to Total Maximum Energy Shield",
                  "short": "Aura grants +(18 - 328) to Total Maximum Energy Shield",
                  "maxLine": "Aura grants +(18 - 328) to Total Maximum Energy Shield",
                  "maxShort": "Aura grants +(18 - 328) to Total Maximum Energy Shield",
                  "q20Line": "Aura grants +(18 - 328) to Total Maximum Energy Shield",
                  "q20Short": "Aura grants +(18 - 328) to Total Maximum Energy Shield",
                  "ggpkStatIds": [
                    "base_skill_buff_total_maximum_energy_shield_+_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/discipline.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Aura grants (0 - 20)% increased Energy Shield Recharge Rate",
                  "short": "Aura grants (0 - 20)% increased Energy Shield Recharge Rate",
                  "maxLine": "Aura grants (0 - 20)% increased Energy Shield Recharge Rate",
                  "maxShort": "Aura grants (0 - 20)% increased Energy Shield Recharge Rate",
                  "q20Line": "Aura grants (0 - 20)% increased Energy Shield Recharge Rate",
                  "q20Short": "Aura grants (0 - 20)% increased Energy Shield Recharge Rate",
                  "ggpkStatIds": [
                    "base_skill_buff_energy_shield_recharge_rate_+%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/discipline.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "AffectsPresence",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                },
                {
                  "key": "total",
                  "label": "Total",
                  "source": "Total",
                  "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                  "url": "https://poe2db.tw/us/Stat_Totals",
                  "related": []
                },
                {
                  "key": "energy_shield",
                  "label": "Energy Shield",
                  "source": "Energy_Shield",
                  "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                  "url": "https://poe2db.tw/Energy_Shield",
                  "related": [
                    {
                      "key": "esrecharge",
                      "label": "ESRecharge",
                      "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                      "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "bleeding",
                      "label": "Bleeding",
                      "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                      "url": "https://poe2db.tw/Bleeding",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "aggravate",
                          "label": "Aggravate",
                          "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armourbreak",
                          "label": "ArmourBreak",
                          "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                          "url": "https://poe2db.tw/us/Armour_Break",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "poison",
                      "label": "Poison",
                      "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                      "url": "https://poe2db.tw/Poison",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 8,
                    "end": 14,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 35,
                    "end": 43,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 62,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 81,
                    "raw": "[Total]",
                    "leftKey": "Total",
                    "label": "Total",
                    "canonicalKey": "total",
                    "resolved": true
                  },
                  {
                    "start": 82,
                    "end": 110,
                    "raw": "[EnergyShield|Energy Shield]",
                    "leftKey": "EnergyShield",
                    "label": "Energy Shield",
                    "canonicalKey": "energy_shield",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:60",
                "baseItemId": "Metadata/Items/Gems/SkillGemDiscipline",
                "activeSkillId": "discipline",
                "grantedEffectId": "DisciplinePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/discipline.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DisciplineWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "discipline"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "fulmination",
          "title": "Fulmination",
          "description": "While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 1026,
            "id": "fulmination",
            "rawName": "Fulmination",
            "rawDescription": "While active, the first time any Skill [Hit|Hits] a [Shock|Shocked] enemy in your [Presence], that Skill also [Hit|Hits] other [Shock|Shocked] enemies in your [Presence], up to a maximum.",
            "statIds": [
              "never_shock",
              "skill_specific_stat_description_mode",
              "skill_wrath_aura_shared_damage_+%_to_other_shocked_enemies_in_presence"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1050",
              "name": "Fulmination",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Damage",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/25c4a4152777f73d622eb456.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.",
              "descriptionMarkup": "While active, the first time any Skill [Hit|Hits] a [Shock|Shocked] enemy in your [Presence], that Skill also [Hit|Hits] other [Shock|Shocked] enemies in your [Presence], up to a maximum.",
              "explicitMods": [
                {
                  "line": "Cannot inflict Shock",
                  "short": "Cannot inflict Shock",
                  "maxLine": "Cannot inflict Shock",
                  "maxShort": "Cannot inflict Shock",
                  "q20Line": "Cannot inflict Shock",
                  "q20Short": "Cannot inflict Shock",
                  "ggpkStatIds": [
                    "never_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fulmination.csd"
                },
                {
                  "line": "Hits up to 8 enemies",
                  "short": "Hits up to 8 enemies",
                  "maxLine": "Hits up to 8 enemies",
                  "maxShort": "Hits up to 8 enemies",
                  "q20Line": "Hits up to 8 enemies",
                  "q20Short": "Hits up to 8 enemies",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fulmination.csd"
                },
                {
                  "line": "Additional Hits deal (71 - 90)% less damage Additional Hits convert 100% of Physical and Elemental damage to Lightning",
                  "short": "Additional Hits deal (71 - 90)% less damage Additional Hits convert 100% of Physical and Elemental damage to Lightning",
                  "maxLine": "Additional Hits deal (71 - 90)% less damage Additional Hits convert 100% of Physical and Elemental damage to Lightning",
                  "maxShort": "Additional Hits deal (71 - 90)% less damage Additional Hits convert 100% of Physical and Elemental damage to Lightning",
                  "q20Line": "Additional Hits deal (71 - 90)% less damage Additional Hits convert 100% of Physical and Elemental damage to Lightning",
                  "q20Short": "Additional Hits deal (71 - 90)% less damage Additional Hits convert 100% of Physical and Elemental damage to Lightning",
                  "ggpkStatIds": [
                    "skill_wrath_aura_shared_damage_+%_to_other_shocked_enemies_in_presence"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fulmination.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Additional Hits deal (0 - 5)% more damage",
                  "short": "Additional Hits deal (0 - 5)% more damage",
                  "maxLine": "Additional Hits deal (0 - 5)% more damage",
                  "maxShort": "Additional Hits deal (0 - 5)% more damage",
                  "q20Line": "Additional Hits deal (0 - 5)% more damage",
                  "q20Short": "Additional Hits deal (0 - 5)% more damage",
                  "ggpkStatIds": [
                    "skill_wrath_aura_shared_damage_+%_to_other_shocked_enemies_in_presence"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fulmination.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "AffectsPresence",
                "Damage",
                "NoAttackOrCastTime",
                "Lightning"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shocked",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 39,
                    "end": 49,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 67,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 82,
                    "end": 92,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  },
                  {
                    "start": 110,
                    "end": 120,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 142,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 159,
                    "end": 169,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 20,
                    "raw": "[Hit|Hitting]",
                    "leftKey": "Hit",
                    "label": "Hitting",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 21,
                    "end": 36,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 53,
                    "end": 63,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  },
                  {
                    "start": 69,
                    "end": 74,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 96,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 123,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1050",
                "baseItemId": "Metadata/Items/Gem/SkillGemFulmination",
                "activeSkillId": "fulmination",
                "grantedEffectId": "FulminationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/fulmination.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WrathAuraWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "fulmination"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "heart_of_ice",
          "title": "Heart of Ice",
          "description": "Chills all enemies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 1006,
            "id": "heart_of_ice",
            "rawName": "Heart of Ice",
            "rawDescription": "[Chill|Chills] all enemies in your [Presence].",
            "statIds": [
              "spell_minimum_base_cold_damage",
              "spell_maximum_base_cold_damage"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-990",
              "name": "Heart of Ice",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Cold",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/736a6a516797559911b26ed9.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Chills all enemies in your Presence.",
              "descriptionMarkup": "[Chill|Chills] all enemies in your [Presence].",
              "explicitMods": [
                {
                  "line": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "short": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "maxLine": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "maxShort": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "q20Line": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "q20Short": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/heart_of_ice.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Magnitude of Chill inflicted",
                  "short": "(0 - 20)% more Magnitude of Chill inflicted",
                  "maxLine": "(0 - 20)% more Magnitude of Chill inflicted",
                  "maxShort": "(0 - 20)% more Magnitude of Chill inflicted",
                  "q20Line": "(0 - 20)% more Magnitude of Chill inflicted",
                  "q20Short": "(0 - 20)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "AffectsPresence",
                "Cold",
                "Spell",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "chill",
                  "label": "Chills",
                  "source": "Chill",
                  "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                  "url": "https://poe2db.tw/Chill",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 14,
                    "raw": "[Chill|Chills]",
                    "leftKey": "Chill",
                    "label": "Chills",
                    "canonicalKey": "chill",
                    "resolved": true
                  },
                  {
                    "start": 35,
                    "end": 45,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:990",
                "baseItemId": "Metadata/Items/Gem/SkillGemHeartOfIce",
                "activeSkillId": "heart_of_ice",
                "grantedEffectId": "HeartOfIcePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/heart_of_ice.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ChillingAuraSkillStaff.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "heart_of_ice"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "impurity",
          "title": "Impurity",
          "description": "Emit an Aura that boosts the Chaos Resistance of you and Allies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 141,
            "id": "impurity",
            "rawName": "Impurity",
            "rawDescription": "Emit an [Aura] that boosts the [Resistances|Chaos Resistance] of you and [Allies] in your [Presence].",
            "statIds": [
              "base_skill_buff_chaos_damage_resistance_%_to_apply"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-88",
              "name": "Impurity",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · Chaos · AffectsPresence",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/24a8ec3303e132b633fbaee2.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Emit an Aura that boosts the Chaos Resistance of you and Allies in your Presence.",
              "descriptionMarkup": "Emit an [Aura] that boosts the [Resistances|Chaos Resistance] of you and [Allies] in your [Presence].",
              "explicitMods": [
                {
                  "line": "Aura grants +(10 - 29)% to Chaos Resistance",
                  "short": "Aura grants +(10 - 29)% to Chaos Resistance",
                  "maxLine": "Aura grants +(10 - 29)% to Chaos Resistance",
                  "maxShort": "Aura grants +(10 - 29)% to Chaos Resistance",
                  "q20Line": "Aura grants +(10 - 29)% to Chaos Resistance",
                  "q20Short": "Aura grants +(10 - 29)% to Chaos Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_chaos_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/impurity.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Aura grants +(0 - 6)% to Chaos Resistance",
                  "short": "Aura grants +(0 - 6)% to Chaos Resistance",
                  "maxLine": "Aura grants +(0 - 6)% to Chaos Resistance",
                  "maxShort": "Aura grants +(0 - 6)% to Chaos Resistance",
                  "q20Line": "Aura grants +(0 - 6)% to Chaos Resistance",
                  "q20Short": "Aura grants +(0 - 6)% to Chaos Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_chaos_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/impurity.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "Chaos",
                "AffectsPresence",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "resistances",
                  "label": "Chaos Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 8,
                    "end": 14,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 31,
                    "end": 61,
                    "raw": "[Resistances|Chaos Resistance]",
                    "leftKey": "Resistances",
                    "label": "Chaos Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 81,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 90,
                    "end": 100,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:88",
                "baseItemId": "Metadata/Items/Gems/SkillGemImpurity",
                "activeSkillId": "impurity",
                "grantedEffectId": "ImpurityPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/impurity.csd"
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                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PurityofChaosWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
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            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "malice",
          "title": "Malice",
          "description": "While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 821,
            "id": "malice",
            "rawName": "Malice",
            "rawDescription": "While active, emits an [Aura] that continuously inflicts [CriticalWeakness|Critical Weakness] on enemies in your [Presence].",
            "statIds": [
              "base_skill_effect_duration",
              "critical_chance_against_aura_apply_brittle_every_x_ms"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-487",
              "name": "Malice",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · Duration · AffectsPresence",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/620f5f1508eb535b900e8465.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.",
              "descriptionMarkup": "While active, emits an [Aura] that continuously inflicts [CriticalWeakness|Critical Weakness] on enemies in your [Presence].",
              "explicitMods": [
                {
                  "line": "Critical Weakness duration is 4 seconds",
                  "short": "Critical Weakness duration is 4 seconds",
                  "maxLine": "Critical Weakness duration is 4 seconds",
                  "maxShort": "Critical Weakness duration is 4 seconds",
                  "q20Line": "Critical Weakness duration is 4 seconds",
                  "q20Short": "Critical Weakness duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/malice.csd"
                },
                {
                  "line": "Applies Critical Weakness to enemies every (0.51 - 0.7) seconds",
                  "short": "Applies Critical Weakness to enemies every (0.51 - 0.7) seconds",
                  "maxLine": "Applies Critical Weakness to enemies every (0.51 - 0.7) seconds",
                  "maxShort": "Applies Critical Weakness to enemies every (0.51 - 0.7) seconds",
                  "q20Line": "Applies Critical Weakness to enemies every (0.51 - 0.7) seconds",
                  "q20Short": "Applies Critical Weakness to enemies every (0.51 - 0.7) seconds",
                  "ggpkStatIds": [
                    "critical_chance_against_aura_apply_brittle_every_x_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/malice.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Critical Weakness duration is (0 - 1) second",
                  "short": "Critical Weakness duration is (0 - 1) second",
                  "maxLine": "Critical Weakness duration is (0 - 1) second",
                  "maxShort": "Critical Weakness duration is (0 - 1) second",
                  "q20Line": "Critical Weakness duration is (0 - 1) second",
                  "q20Short": "Critical Weakness duration is (0 - 1) second",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/malice.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "Duration",
                "AffectsPresence",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "critical_weakness",
                  "label": "Critical Weakness",
                  "source": "Critical_Weakness",
                  "description": "Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.",
                  "url": "https://poe2db.tw/Critical_Weakness",
                  "related": [
                    {
                      "key": "critical",
                      "label": "Critical",
                      "description": "Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.\nAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.\nMost modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.",
                      "url": "https://poe2db.tw/us/Critical_Hits",
                      "related": [
                        {
                          "key": "criticaldamagebonus",
                          "label": "CriticalDamageBonus",
                          "description": "Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).",
                          "url": "https://poe2db.tw/us/Critical_Damage_Bonus",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 23,
                    "end": 29,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 57,
                    "end": 93,
                    "raw": "[CriticalWeakness|Critical Weakness]",
                    "leftKey": "CriticalWeakness",
                    "label": "Critical Weakness",
                    "canonicalKey": "critical_weakness",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 123,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:487",
                "baseItemId": "Metadata/Items/Gem/SkillGemMalice",
                "activeSkillId": "malice",
                "grantedEffectId": "MalicePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/malice.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MaliceWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
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          "sourceAudit": {
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            "truncated": false,
            "matchTerms": [
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            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "overwhelming_presence",
          "title": "Overwhelming Presence",
          "description": "While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 886,
            "id": "overwhelming_presence",
            "rawName": "Overwhelming Presence",
            "rawDescription": "While active, emits an [Aura] that makes enemies in your [Presence] easier to [Stun] and inflict [ElementalAilments|Elemental Ailments] upon.",
            "statIds": [
              "skill_overwhelming_pressure_aura_enemy_ailment_threshold_+%",
              "skill_overwhelming_pressure_aura_enemy_stun_threshold_+%"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-710",
              "name": "Overwhelming Presence",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · AttackInPlace",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/61264be2a873d88703625c94.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5b46c6fbf156654e6c58bf34.webp",
              "description": "While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.",
              "descriptionMarkup": "While active, emits an [Aura] that makes enemies in your [Presence] easier to [Stun] and inflict [ElementalAilments|Elemental Ailments] upon.",
              "explicitMods": [
                {
                  "line": "Enemies in your Presence have (15 - 24)% reduced Elemental Ailment Threshold",
                  "short": "Enemies in your Presence have (15 - 24)% reduced Elemental Ailment Threshold",
                  "maxLine": "Enemies in your Presence have (15 - 24)% reduced Elemental Ailment Threshold",
                  "maxShort": "Enemies in your Presence have (15 - 24)% reduced Elemental Ailment Threshold",
                  "q20Line": "Enemies in your Presence have (15 - 24)% reduced Elemental Ailment Threshold",
                  "q20Short": "Enemies in your Presence have (15 - 24)% reduced Elemental Ailment Threshold",
                  "ggpkStatIds": [
                    "skill_overwhelming_pressure_aura_enemy_ailment_threshold_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/overwhelming_presence.csd"
                },
                {
                  "line": "Enemies in your Presence have (15 - 25)% reduced Stun Threshold",
                  "short": "Enemies in your Presence have (15 - 25)% reduced Stun Threshold",
                  "maxLine": "Enemies in your Presence have (15 - 25)% reduced Stun Threshold",
                  "maxShort": "Enemies in your Presence have (15 - 25)% reduced Stun Threshold",
                  "q20Line": "Enemies in your Presence have (15 - 25)% reduced Stun Threshold",
                  "q20Short": "Enemies in your Presence have (15 - 25)% reduced Stun Threshold",
                  "ggpkStatIds": [
                    "skill_overwhelming_pressure_aura_enemy_stun_threshold_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/overwhelming_presence.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% increased Aura Magnitudes",
                  "short": "(0 - 15)% increased Aura Magnitudes",
                  "maxLine": "(0 - 15)% increased Aura Magnitudes",
                  "maxShort": "(0 - 15)% increased Aura Magnitudes",
                  "q20Line": "(0 - 15)% increased Aura Magnitudes",
                  "q20Short": "(0 - 15)% increased Aura Magnitudes",
                  "ggpkStatIds": [
                    "aura_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "AffectsPresence",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                },
                {
                  "key": "stun",
                  "label": "Stun",
                  "source": "Stun",
                  "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Stun",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elemental_ailments",
                  "label": "Elemental Ailments",
                  "source": "Elemental_Ailments",
                  "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                  "url": "https://poe2db.tw/Elemental_Ailments",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "electrocute",
                      "label": "Electrocute",
                      "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                      "url": "https://poe2db.tw/us/Electrocution",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 23,
                    "end": 29,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 57,
                    "end": 67,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  },
                  {
                    "start": 78,
                    "end": 84,
                    "raw": "[Stun]",
                    "leftKey": "Stun",
                    "label": "Stun",
                    "canonicalKey": "stun",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 135,
                    "raw": "[ElementalAilments|Elemental Ailments]",
                    "leftKey": "ElementalAilments",
                    "label": "Elemental Ailments",
                    "canonicalKey": "elemental_ailments",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:710",
                "baseItemId": "Metadata/Items/Gem/SkillGemOverwhelmingPresence",
                "activeSkillId": "overwhelming_presence",
                "grantedEffectId": "OverwhelmingPresencePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/overwhelming_presence.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/OverwhelmingPressureSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/OverwhelmingPressureSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
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            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "purity_of_fire",
          "title": "Purity of Fire",
          "description": "Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 138,
            "id": "purity_of_fire",
            "rawName": "Purity of Fire",
            "rawDescription": "Emit an [Aura] that boosts the [Resistances|Fire Resistance] of you and [Allies] in your [Presence].",
            "statIds": [
              "base_skill_buff_fire_damage_resistance_%_to_apply"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-85",
              "name": "Purity of Fire",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · Fire · AffectsPresence",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/aeeb289028293c207fc610c7.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.",
              "descriptionMarkup": "Emit an [Aura] that boosts the [Resistances|Fire Resistance] of you and [Allies] in your [Presence].",
              "explicitMods": [
                {
                  "line": "Aura grants +(22 - 41)% to Fire Resistance",
                  "short": "Aura grants +(22 - 41)% to Fire Resistance",
                  "maxLine": "Aura grants +(22 - 41)% to Fire Resistance",
                  "maxShort": "Aura grants +(22 - 41)% to Fire Resistance",
                  "q20Line": "Aura grants +(22 - 41)% to Fire Resistance",
                  "q20Short": "Aura grants +(22 - 41)% to Fire Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_fire_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_fire.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Aura grants +(0 - 8)% to Fire Resistance",
                  "short": "Aura grants +(0 - 8)% to Fire Resistance",
                  "maxLine": "Aura grants +(0 - 8)% to Fire Resistance",
                  "maxShort": "Aura grants +(0 - 8)% to Fire Resistance",
                  "q20Line": "Aura grants +(0 - 8)% to Fire Resistance",
                  "q20Short": "Aura grants +(0 - 8)% to Fire Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_fire_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_fire.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "Fire",
                "AffectsPresence",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
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                  "key": "resistances",
                  "label": "Fire Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 8,
                    "end": 14,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 31,
                    "end": 60,
                    "raw": "[Resistances|Fire Resistance]",
                    "leftKey": "Resistances",
                    "label": "Fire Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 72,
                    "end": 80,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 99,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:85",
                "baseItemId": "Metadata/Items/Gems/SkillGemPurityOfFire",
                "activeSkillId": "purity_of_fire",
                "grantedEffectId": "PurityOfFirePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_fire.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PurityofFireWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
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            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "purity_of_fire"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "purity_of_ice",
          "title": "Purity of Ice",
          "description": "Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 139,
            "id": "purity_of_ice",
            "rawName": "Purity of Ice",
            "rawDescription": "Emit an [Aura] that boosts the [Resistances|Cold Resistance] of you and [Allies] in your [Presence].",
            "statIds": [
              "base_skill_buff_cold_damage_resistance_%_to_apply"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-86",
              "name": "Purity of Ice",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · Cold · AffectsPresence",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3acb3d41f61e6c63d9d94bf4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.",
              "descriptionMarkup": "Emit an [Aura] that boosts the [Resistances|Cold Resistance] of you and [Allies] in your [Presence].",
              "explicitMods": [
                {
                  "line": "Aura grants +(22 - 41)% to Cold Resistance",
                  "short": "Aura grants +(22 - 41)% to Cold Resistance",
                  "maxLine": "Aura grants +(22 - 41)% to Cold Resistance",
                  "maxShort": "Aura grants +(22 - 41)% to Cold Resistance",
                  "q20Line": "Aura grants +(22 - 41)% to Cold Resistance",
                  "q20Short": "Aura grants +(22 - 41)% to Cold Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_cold_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_ice.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Aura grants +(0 - 8)% to Cold Resistance",
                  "short": "Aura grants +(0 - 8)% to Cold Resistance",
                  "maxLine": "Aura grants +(0 - 8)% to Cold Resistance",
                  "maxShort": "Aura grants +(0 - 8)% to Cold Resistance",
                  "q20Line": "Aura grants +(0 - 8)% to Cold Resistance",
                  "q20Short": "Aura grants +(0 - 8)% to Cold Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_cold_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_ice.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "Cold",
                "AffectsPresence",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "resistances",
                  "label": "Cold Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 8,
                    "end": 14,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 31,
                    "end": 60,
                    "raw": "[Resistances|Cold Resistance]",
                    "leftKey": "Resistances",
                    "label": "Cold Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 72,
                    "end": 80,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 99,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:86",
                "baseItemId": "Metadata/Items/Gems/SkillGemPurityOfIce",
                "activeSkillId": "purity_of_ice",
                "grantedEffectId": "PurityOfIcePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_ice.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PurityofColdWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "purity_of_ice"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "purity_of_lightning",
          "title": "Purity of Lightning",
          "description": "Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 140,
            "id": "purity_of_lightning",
            "rawName": "Purity of Lightning",
            "rawDescription": "Emit an [Aura] that boosts the [Resistances|Lightning Resistance] of you and [Allies] in your [Presence].",
            "statIds": [
              "base_skill_buff_lightning_damage_resistance_%_to_apply"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-87",
              "name": "Purity of Lightning",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · Lightning · AffectsPresence",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0334cc6c496db0151d0accb4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.",
              "descriptionMarkup": "Emit an [Aura] that boosts the [Resistances|Lightning Resistance] of you and [Allies] in your [Presence].",
              "explicitMods": [
                {
                  "line": "Aura grants +(22 - 41)% to Lightning Resistance",
                  "short": "Aura grants +(22 - 41)% to Lightning Resistance",
                  "maxLine": "Aura grants +(22 - 41)% to Lightning Resistance",
                  "maxShort": "Aura grants +(22 - 41)% to Lightning Resistance",
                  "q20Line": "Aura grants +(22 - 41)% to Lightning Resistance",
                  "q20Short": "Aura grants +(22 - 41)% to Lightning Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_lightning_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_lightning.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Aura grants +(0 - 8)% to Lightning Resistance",
                  "short": "Aura grants +(0 - 8)% to Lightning Resistance",
                  "maxLine": "Aura grants +(0 - 8)% to Lightning Resistance",
                  "maxShort": "Aura grants +(0 - 8)% to Lightning Resistance",
                  "q20Line": "Aura grants +(0 - 8)% to Lightning Resistance",
                  "q20Short": "Aura grants +(0 - 8)% to Lightning Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_lightning_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_lightning.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "Lightning",
                "AffectsPresence",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "resistances",
                  "label": "Lightning Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 8,
                    "end": 14,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 31,
                    "end": 65,
                    "raw": "[Resistances|Lightning Resistance]",
                    "leftKey": "Resistances",
                    "label": "Lightning Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 77,
                    "end": 85,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 94,
                    "end": 104,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:87",
                "baseItemId": "Metadata/Items/Gems/SkillGemPurityOfLightning",
                "activeSkillId": "purity_of_lightning",
                "grantedEffectId": "PurityOfLightningPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/purity_of_lightning.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PurityofLightningWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "purity_of_lightning"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "withering_presence",
          "title": "Withering Presence",
          "description": "While active, emits an Aura that periodically Withers enemies in your Presence.",
          "descriptionSource": "ActiveSkills.Description",
          "ggpk": {
            "table": "Data/ActiveSkills.datc64",
            "row": 899,
            "id": "withering_presence",
            "rawName": "Withering Presence",
            "rawDescription": "While active, emits an [Aura] that periodically [Withered|Withers] enemies in your [Presence].",
            "statIds": [
              "base_skill_effect_duration",
              "skill_withering_presence_frequency_ms"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-722",
              "name": "Withering Presence",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Chaos",
              "levelRequirement": 10,
              "requirements": {
                "level": 10,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 10,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c695806d0507a1b7652e3757.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eb10f3b8787d70d2d374d105.webp",
              "description": "While active, emits an Aura that periodically Withers enemies in your Presence.",
              "descriptionMarkup": "While active, emits an [Aura] that periodically [Withered|Withers] enemies in your [Presence].",
              "explicitMods": [
                {
                  "line": "Withered duration is 6 seconds",
                  "short": "Withered duration is 6 seconds",
                  "maxLine": "Withered duration is 6 seconds",
                  "maxShort": "Withered duration is 6 seconds",
                  "q20Line": "Withered duration is 6 seconds",
                  "q20Short": "Withered duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                },
                {
                  "line": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "short": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "maxLine": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "maxShort": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "q20Line": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "q20Short": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "ggpkStatIds": [
                    "skill_withering_presence_frequency_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Withered duration is (0 - 1) second",
                  "short": "Withered duration is (0 - 1) second",
                  "maxLine": "Withered duration is (0 - 1) second",
                  "maxShort": "Withered duration is (0 - 1) second",
                  "q20Line": "Withered duration is (0 - 1) second",
                  "q20Short": "Withered duration is (0 - 1) second",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "AffectsPresence",
                "Chaos",
                "Duration",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "withered",
                  "label": "Withers",
                  "source": "Withered",
                  "description": "Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.",
                  "url": "https://poe2db.tw/Withered",
                  "related": [
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 23,
                    "end": 29,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 48,
                    "end": 66,
                    "raw": "[Withered|Withers]",
                    "leftKey": "Withered",
                    "label": "Withers",
                    "canonicalKey": "withered",
                    "resolved": true
                  },
                  {
                    "start": 83,
                    "end": 93,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:722",
                "baseItemId": "Metadata/Items/Gem/SkillGemWitheringPresence",
                "activeSkillId": "withering_presence",
                "grantedEffectId": "WitheringPresencePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WitchWitheringPresence.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchWitheringPresenceSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "sourceAudit": {
            "matchedClientRecords": 2,
            "publishedCards": 1,
            "truncated": true,
            "matchTerms": [
              "withering_presence"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        }
      ]
    },
    {
      "id": "ailments",
      "label": "Ailments",
      "summary": "Player-facing ailment states selected by exact BuffDefinitions identity, with GGPK skill and support examples.",
      "entries": [
        {
          "id": "bleeding",
          "title": "Bleeding",
          "description": "Debuff inflicts Physical damage over time. This Damage bypasses Energy Shield.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 153,
            "id": "bleeding",
            "rawName": "Bleeding",
            "rawDescription": "Debuff inflicts [Physical] damage over time. This Damage bypasses [EnergyShield|Energy Shield].",
            "statIds": [
              "base_bleeding_damage_taken_per_minute",
              "dummy_stat_display_nothing",
              "num_bleedings"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-126",
              "name": "Azmerian Wolf",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · CreatesMinion · HasReservation · Persistent · Physical · Companion · CreatesCompanion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b99824606788358ac0f0e392.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Summons an ancient Reviving Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command. It Maims when attacking foes, and can lunge to bite and inflict Bleeding, or howl to inspire nearby allies.",
              "descriptionMarkup": "Summons an ancient [Reviving] Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on [Command]. It [Maim|Maims] when attacking foes, and can lunge to bite and inflict [Bleeding], or howl to inspire nearby allies.",
              "explicitMods": [
                {
                  "line": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "short": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "maxLine": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "maxShort": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "q20Line": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "q20Short": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/packleader_great_hunt.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Minions have (0 - 20)% more Maximum Life",
                  "short": "Minions have (0 - 20)% more Maximum Life",
                  "maxLine": "Minions have (0 - 20)% more Maximum Life",
                  "maxShort": "Minions have (0 - 20)% more Maximum Life",
                  "q20Line": "Minions have (0 - 20)% more Maximum Life",
                  "q20Short": "Minions have (0 - 20)% more Maximum Life",
                  "ggpkStatIds": [
                    "active_skill_minion_life_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Minion",
                "CreatesMinion",
                "HasReservation",
                "Persistent",
                "Physical",
                "Companion",
                "CreatesCompanion",
                "CommandableMinion"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "reviving",
                  "label": "Reviving",
                  "source": "Reviving",
                  "description": "Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.",
                  "url": "https://poe2db.tw/us/Reviving_Minions",
                  "related": []
                },
                {
                  "key": "minion_commands",
                  "label": "Command",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                },
                {
                  "key": "maim",
                  "label": "Maims",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 19,
                    "end": 29,
                    "raw": "[Reviving]",
                    "leftKey": "Reviving",
                    "label": "Reviving",
                    "canonicalKey": "reviving",
                    "resolved": true
                  },
                  {
                    "start": 107,
                    "end": 116,
                    "raw": "[Command]",
                    "leftKey": "Command",
                    "label": "Command",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  },
                  {
                    "start": 121,
                    "end": 133,
                    "raw": "[Maim|Maims]",
                    "leftKey": "Maim",
                    "label": "Maims",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 189,
                    "end": 199,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:126",
                "baseItemId": "Metadata/Items/Gems/SkillGemAzmerianWolf",
                "activeSkillId": "summon_azmerian_wolf",
                "grantedEffectId": "SummonAzmerianWolfPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ThePackLeaderBaseMinionSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-549",
              "name": "Bleeding Concoction",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · ProjectilesFromUser · Triggerable · Area · Projectile · Physical · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/84a62a215dcc53e222b4e3d1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack.",
              "descriptionMarkup": "Consume charges from your Mana [Flask] to throw a flask that explodes, dealing [Physical] [Attack] damage in an area and [Aggravate|Aggravating Bleeding] on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an [UnarmedAttack|Unarmed Attack].",
              "explicitMods": [
                {
                  "line": "Explosion radius is 1.8 metres",
                  "short": "Explosion radius is 1.8 metres",
                  "maxLine": "Explosion radius is 1.8 metres",
                  "maxShort": "Explosion radius is 1.8 metres",
                  "q20Line": "Explosion radius is 1.8 metres",
                  "q20Short": "Explosion radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bleeding_concoction.csd"
                },
                {
                  "line": "Aggravate Bleeding on Hit",
                  "short": "Aggravate Bleeding on Hit",
                  "maxLine": "Aggravate Bleeding on Hit",
                  "maxShort": "Aggravate Bleeding on Hit",
                  "q20Line": "Aggravate Bleeding on Hit",
                  "q20Short": "Aggravate Bleeding on Hit",
                  "ggpkStatIds": [
                    "base_aggravate_bleeding_on_attack_hit_chance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bleeding_concoction.csd"
                },
                {
                  "line": "Inflicts Bleeding on Hit",
                  "short": "Inflicts Bleeding on Hit",
                  "maxLine": "Inflicts Bleeding on Hit",
                  "maxShort": "Inflicts Bleeding on Hit",
                  "q20Line": "Inflicts Bleeding on Hit",
                  "q20Short": "Inflicts Bleeding on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_inflict_bleeding_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consumes 5 Charges from your Mana Flask",
                  "short": "Consumes 5 Charges from your Mana Flask",
                  "maxLine": "Consumes 5 Charges from your Mana Flask",
                  "maxShort": "Consumes 5 Charges from your Mana Flask",
                  "q20Line": "Consumes 5 Charges from your Mana Flask",
                  "q20Short": "Consumes 5 Charges from your Mana Flask",
                  "ggpkStatIds": [
                    "flask_throw_base_charges_used"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(11 - 314) to (21 - 582) base Physical Damage",
                  "short": "(11 - 314) to (21 - 582) base Physical Damage",
                  "maxLine": "(11 - 314) to (21 - 582) base Physical Damage",
                  "maxShort": "(11 - 314) to (21 - 582) base Physical Damage",
                  "q20Line": "(11 - 314) to (21 - 582) base Physical Damage",
                  "q20Short": "(11 - 314) to (21 - 582) base Physical Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_physical_damage",
                    "main_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Explosion radius is (0 - 0.4) metres",
                  "short": "Explosion radius is (0 - 0.4) metres",
                  "maxLine": "Explosion radius is (0 - 0.4) metres",
                  "maxShort": "Explosion radius is (0 - 0.4) metres",
                  "q20Line": "Explosion radius is (0 - 0.4) metres",
                  "q20Short": "Explosion radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bleeding_concoction.csd"
                }
              ],
              "tags": [
                "Attack",
                "ProjectilesFromUser",
                "Triggerable",
                "Area",
                "Projectile",
                "Physical",
                "UsableWhileMoving",
                "ProjectileNoCollision",
                "GroundTargetedProjectile"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "flask",
                  "label": "Flask",
                  "source": "Flask",
                  "description": "Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.\nNormal enemies grant Flask charges equal to half their Power\nMagic enemies grant Flask charges equal to their Power\nRare and Unique enemies grant Flask charges equal to twice their Power\nCheckpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.",
                  "url": "https://poe2db.tw/us/Flasks",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "wells",
                      "label": "Wells",
                      "description": "Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.",
                      "url": "https://poe2db.tw/us/Wells",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "aggravate",
                  "label": "Aggravating Bleeding",
                  "source": "Aggravate",
                  "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                  "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                  "related": [
                    {
                      "key": "bleeding",
                      "label": "Bleeding",
                      "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                      "url": "https://poe2db.tw/Bleeding",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armourbreak",
                          "label": "ArmourBreak",
                          "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                          "url": "https://poe2db.tw/us/Armour_Break",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "unarmedattack",
                  "label": "Unarmed Attack",
                  "source": "UnarmedAttack",
                  "description": "Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon .\nAttacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.",
                  "url": "https://poe2db.tw/us/Unarmed_Attacks",
                  "related": [
                    {
                      "key": "unarmed",
                      "label": "Unarmed",
                      "description": "You are considered Unarmed while you have no equipped Martial or Caster Weapon .",
                      "url": "https://poe2db.tw/Unarmed",
                      "related": [
                        {
                          "key": "martialweapon",
                          "label": "MartialWeapon",
                          "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                          "url": "https://poe2db.tw/us/Martial_Weapons",
                          "related": [
                            {
                              "key": "axe",
                              "label": "Axe",
                              "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                              "url": "https://poe2db.tw/us/Axes",
                              "related": []
                            },
                            {
                              "key": "bow",
                              "label": "Bow",
                              "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                              "url": "https://poe2db.tw/us/Bows",
                              "related": []
                            },
                            {
                              "key": "crossbow",
                              "label": "Crossbow",
                              "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                              "url": "https://poe2db.tw/us/Crossbows",
                              "related": []
                            },
                            {
                              "key": "mace",
                              "label": "Mace",
                              "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                              "url": "https://poe2db.tw/us/Maces",
                              "related": []
                            },
                            {
                              "key": "quarterstaff",
                              "label": "Quarterstaff",
                              "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                              "url": "https://poe2db.tw/us/Quarterstaves",
                              "related": []
                            },
                            {
                              "key": "spear",
                              "label": "Spear",
                              "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                              "url": "https://poe2db.tw/us/Spears",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "talisman",
                              "label": "Talisman",
                              "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                              "url": "https://poe2db.tw/us/Talismans",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "unarmeddamage",
                      "label": "UnarmedDamage",
                      "description": "Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack Hit Damage .\nPlayers' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength .\nOther Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.",
                      "url": "https://poe2db.tw/us/Unarmed_Damage",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "unarmed",
                          "label": "Unarmed",
                          "description": "You are considered Unarmed while you have no equipped Martial or Caster Weapon .",
                          "url": "https://poe2db.tw/Unarmed",
                          "related": [
                            {
                              "key": "martialweapon",
                              "label": "MartialWeapon",
                              "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                              "url": "https://poe2db.tw/us/Martial_Weapons",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "martialweapon",
                      "label": "MartialWeapon",
                      "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                      "url": "https://poe2db.tw/us/Martial_Weapons",
                      "related": [
                        {
                          "key": "axe",
                          "label": "Axe",
                          "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                          "url": "https://poe2db.tw/us/Axes",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bow",
                          "label": "Bow",
                          "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                          "url": "https://poe2db.tw/us/Bows",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "quiver",
                              "label": "Quiver",
                              "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                              "url": "https://poe2db.tw/us/Quivers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "crossbow",
                          "label": "Crossbow",
                          "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                          "url": "https://poe2db.tw/us/Crossbows",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "crossbow_ammunition_skills",
                              "label": "Crossbow_Ammunition_Skills",
                              "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                              "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "mace",
                          "label": "Mace",
                          "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                          "url": "https://poe2db.tw/us/Maces",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "quarterstaff",
                          "label": "Quarterstaff",
                          "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                          "url": "https://poe2db.tw/us/Quarterstaves",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "spear",
                          "label": "Spear",
                          "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                          "url": "https://poe2db.tw/us/Spears",
                          "related": [
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "talisman",
                          "label": "Talisman",
                          "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                          "url": "https://poe2db.tw/us/Talismans",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            },
                            {
                              "key": "shapeshifting",
                              "label": "Shapeshifting",
                              "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                              "url": "https://poe2db.tw/Shapeshifting",
                              "related": []
                            },
                            {
                              "key": "triggered_skills",
                              "label": "Triggered_Skills",
                              "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                              "url": "https://poe2db.tw/Triggered_Skills",
                              "related": []
                            },
                            {
                              "key": "persistent_skills",
                              "label": "Persistent_Skills",
                              "description": "Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.",
                              "url": "https://poe2db.tw/Persistent_Skills",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 31,
                    "end": 38,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 89,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 90,
                    "end": 98,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 121,
                    "end": 153,
                    "raw": "[Aggravate|Aggravating Bleeding]",
                    "leftKey": "Aggravate",
                    "label": "Aggravating Bleeding",
                    "canonicalKey": "aggravate",
                    "resolved": true
                  },
                  {
                    "start": 248,
                    "end": 278,
                    "raw": "[UnarmedAttack|Unarmed Attack]",
                    "leftKey": "UnarmedAttack",
                    "label": "Unarmed Attack",
                    "canonicalKey": "unarmedattack",
                    "resolved": true
                  },
                  {
                    "start": 13,
                    "end": 20,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:549",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyBleedingConcoction",
                "activeSkillId": "bleeding_concoction",
                "grantedEffectId": "BleedingConcoctionPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bleeding_concoction.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerBrewConcoctionBleedSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-195",
              "name": "Blood Hunt",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · MeleeSingleTarget · Movement · Physical · Area · Spear",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/60f60ff2caf3df28afd216ef.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a50869126614bdd20a18f2fc.webp",
              "description": "Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.",
              "descriptionMarkup": "Lunge at a target and skewers them. Hitting an enemy that has suffered [BloodLoss|Blood Loss] will cause a blood explosion and also [Consume] [Bleeding]. This skill cannot be [AncestralBoost|Ancestrally Boosted].",
              "explicitMods": [
                {
                  "line": "+0.15 seconds to Total Attack Time",
                  "short": "+0.15 seconds to Total Attack Time",
                  "maxLine": "+0.15 seconds to Total Attack Time",
                  "maxShort": "+0.15 seconds to Total Attack Time",
                  "q20Line": "+0.15 seconds to Total Attack Time",
                  "q20Short": "+0.15 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 1.3 metres",
                  "short": "Explosion radius is 1.3 metres",
                  "maxLine": "Explosion radius is 1.3 metres",
                  "maxShort": "Explosion radius is 1.3 metres",
                  "q20Line": "Explosion radius is 1.3 metres",
                  "q20Short": "Explosion radius is 1.3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/blood_hunt.csd"
                },
                {
                  "line": "Enemies lose Life equal to 25% of Consumed Blood Loss",
                  "short": "Enemies lose Life equal to 25% of Consumed Blood Loss",
                  "maxLine": "Enemies lose Life equal to 25% of Consumed Blood Loss",
                  "maxShort": "Enemies lose Life equal to 25% of Consumed Blood Loss",
                  "q20Line": "Enemies lose Life equal to 25% of Consumed Blood Loss",
                  "q20Short": "Enemies lose Life equal to 25% of Consumed Blood Loss",
                  "ggpkStatIds": [
                    "blood_hunt_explosion_%_blood_loss_to_deal_as_life_loss"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/blood_hunt.csd"
                },
                {
                  "line": "10% more area of effect per (1 - 381) Blood Loss Consumed, up to 500%",
                  "short": "10% more area of effect per (1 - 381) Blood Loss Consumed, up to 500%",
                  "maxLine": "10% more area of effect per (1 - 381) Blood Loss Consumed, up to 500%",
                  "maxShort": "10% more area of effect per (1 - 381) Blood Loss Consumed, up to 500%",
                  "q20Line": "10% more area of effect per (1 - 381) Blood Loss Consumed, up to 500%",
                  "q20Short": "10% more area of effect per (1 - 381) Blood Loss Consumed, up to 500%",
                  "ggpkStatIds": [
                    "blood_hunt_skill_area_of_effect_+%_final_per_X_blood_loss_consumed_up_to_500%",
                    "blood_hunt_X_blood_loss_consumed_for_skill_area_of_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/blood_hunt.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Explosion radius is (0 - 0.4) metres",
                  "short": "Explosion radius is (0 - 0.4) metres",
                  "maxLine": "Explosion radius is (0 - 0.4) metres",
                  "maxShort": "Explosion radius is (0 - 0.4) metres",
                  "q20Line": "Explosion radius is (0 - 0.4) metres",
                  "q20Short": "Explosion radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/blood_hunt.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "MeleeSingleTarget",
                "Movement",
                "Physical",
                "Area",
                "Spear",
                "CannotSpiritStrike",
                "SkillConsumesBleeding",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "blood_loss",
                  "label": "Blood Loss",
                  "source": "Blood_Loss",
                  "description": "All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.",
                  "url": "https://poe2db.tw/Blood_Loss",
                  "related": [
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "bleeding",
                      "label": "Bleeding",
                      "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                      "url": "https://poe2db.tw/Bleeding",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "aggravate",
                          "label": "Aggravate",
                          "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armourbreak",
                          "label": "ArmourBreak",
                          "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                          "url": "https://poe2db.tw/us/Armour_Break",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 71,
                    "end": 93,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  },
                  {
                    "start": 132,
                    "end": 141,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 142,
                    "end": 152,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  },
                  {
                    "start": 175,
                    "end": 211,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 71,
                    "end": 93,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:195",
                "baseItemId": "Metadata/Items/Gems/SkillGemBloodHunt",
                "activeSkillId": "blood_hunt",
                "grantedEffectId": "BloodHuntPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/blood_hunt.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressBloodHuntSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/HuntressBloodHuntSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-959",
              "name": "Bloodhound's Mark",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Trappable · Totemable · Mineable · Multicastable · Triggerable · Duration · UsableWhileMoving",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9b8c5ea536a64bcb06430548.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8516fe63cdd92fbc60af74ef.webp",
              "description": "Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.",
              "descriptionMarkup": "[Mark] a target, making them suffer [HeavyStun|Heavy Stun] build up from [BloodLoss|Blood Loss]. The [Mark] will [MarkActivate|Activate], [Consume|Consuming] itself to [Trigger] Blood Explosion, when they are [HeavyStun|Heavy Stunned], or when they are killed if they suffered enough [BloodLoss|Blood Loss]. The [Mark]'s duration does not expire while the [Mark|Marked] target is suffering [BloodLoss|Blood Loss].",
              "explicitMods": [
                {
                  "line": "Mark duration is 8 seconds",
                  "short": "Mark duration is 8 seconds",
                  "maxLine": "Mark duration is 8 seconds",
                  "maxShort": "Mark duration is 8 seconds",
                  "q20Line": "Mark duration is 8 seconds",
                  "q20Short": "Mark duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bloodhounds_mark.csd"
                },
                {
                  "line": "Marked target receives Heavy Stun buildup equal to 300% of Blood Loss",
                  "short": "Marked target receives Heavy Stun buildup equal to 300% of Blood Loss",
                  "maxLine": "Marked target receives Heavy Stun buildup equal to 300% of Blood Loss",
                  "maxShort": "Marked target receives Heavy Stun buildup equal to 300% of Blood Loss",
                  "q20Line": "Marked target receives Heavy Stun buildup equal to 300% of Blood Loss",
                  "q20Short": "Marked target receives Heavy Stun buildup equal to 300% of Blood Loss",
                  "ggpkStatIds": [
                    "hunters_mark_%_of_phys_damage_over_time_as_build_up"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bloodhounds_mark.csd"
                },
                {
                  "line": "Activates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5% Heavy Stun buildup from Blood Loss Triggers blood explosion when Activated",
                  "short": "Activates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5% Heavy Stun buildup from Blood Loss Triggers blood explosion when Activated",
                  "maxLine": "Activates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5% Heavy Stun buildup from Blood Loss Triggers blood explosion when Activated",
                  "maxShort": "Activates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5% Heavy Stun buildup from Blood Loss Triggers blood explosion when Activated",
                  "q20Line": "Activates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5% Heavy Stun buildup from Blood Loss Triggers blood explosion when Activated",
                  "q20Short": "Activates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5% Heavy Stun buildup from Blood Loss Triggers blood explosion when Activated",
                  "ggpkStatIds": [
                    "hunters_mark_%_of_max_threshold_to_trigger_explosion_on_death"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bloodhounds_mark.csd"
                },
                {
                  "line": "Limit 1 Marked target",
                  "short": "Limit 1 Marked target",
                  "maxLine": "Limit 1 Marked target",
                  "maxShort": "Limit 1 Marked target",
                  "q20Line": "Limit 1 Marked target",
                  "q20Short": "Limit 1 Marked target",
                  "ggpkStatIds": [
                    "number_of_marks_allowed_per_type"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 2.6 metres",
                  "short": "Explosion radius is 2.6 metres",
                  "maxLine": "Explosion radius is 2.6 metres",
                  "maxShort": "Explosion radius is 2.6 metres",
                  "q20Line": "Explosion radius is 2.6 metres",
                  "q20Short": "Explosion radius is 2.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bloodhounds_mark_explosion.csd"
                },
                {
                  "line": "Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy Stun buildup caused by Blood Loss",
                  "short": "Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy Stun buildup caused by Blood Loss",
                  "maxLine": "Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy Stun buildup caused by Blood Loss",
                  "maxShort": "Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy Stun buildup caused by Blood Loss",
                  "q20Line": "Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy Stun buildup caused by Blood Loss",
                  "q20Short": "Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy Stun buildup caused by Blood Loss",
                  "ggpkStatIds": [
                    "hunters_mark_buildup_%_as_explosion_damage_+%_final",
                    "hunters_mark_explosion_area_of_effect_+%_final_from_buildup"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bloodhounds_mark_explosion.csd"
                },
                {
                  "line": "Cannot cause Bleeding",
                  "short": "Cannot cause Bleeding",
                  "maxLine": "Cannot cause Bleeding",
                  "maxShort": "Cannot cause Bleeding",
                  "q20Line": "Cannot cause Bleeding",
                  "q20Short": "Cannot cause Bleeding",
                  "ggpkStatIds": [
                    "bleed_on_hit_with_attacks_%",
                    "attacks_inflict_bleeding_on_hit",
                    "cannot_cause_bleeding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(7 - 196) to (11 - 294) base Physical Damage",
                  "short": "(7 - 196) to (11 - 294) base Physical Damage",
                  "maxLine": "(7 - 196) to (11 - 294) base Physical Damage",
                  "maxShort": "(7 - 196) to (11 - 294) base Physical Damage",
                  "q20Line": "(7 - 196) to (11 - 294) base Physical Damage",
                  "q20Short": "(7 - 196) to (11 - 294) base Physical Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_physical_damage",
                    "main_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Marked target receives Heavy Stun buildup equal to (0 - 50)% of Blood Loss",
                  "short": "Marked target receives Heavy Stun buildup equal to (0 - 50)% of Blood Loss",
                  "maxLine": "Marked target receives Heavy Stun buildup equal to (0 - 50)% of Blood Loss",
                  "maxShort": "Marked target receives Heavy Stun buildup equal to (0 - 50)% of Blood Loss",
                  "q20Line": "Marked target receives Heavy Stun buildup equal to (0 - 50)% of Blood Loss",
                  "q20Short": "Marked target receives Heavy Stun buildup equal to (0 - 50)% of Blood Loss",
                  "ggpkStatIds": [
                    "hunters_mark_%_of_phys_damage_over_time_as_build_up"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bloodhounds_mark.csd"
                }
              ],
              "tags": [
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Duration",
                "UsableWhileMoving",
                "Mark",
                "Limit",
                "Physical",
                "UsableWhileMounted",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "mark",
                  "label": "Mark",
                  "source": "Mark",
                  "description": "Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.\nMarks can be Activated when specific conditions occur, which will cause some extra effect and then Consume the Mark.",
                  "url": "https://poe2db.tw/Mark",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "markactivate",
                      "label": "MarkActivate",
                      "description": "Marks all have a condition that makes them Activate.\nWhen a Mark Activates, it will cause an extra effect and then be Consumed .",
                      "url": "https://poe2db.tw/us/Activating_Marks",
                      "related": [
                        {
                          "key": "consume",
                          "label": "Consume",
                          "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                          "url": "https://poe2db.tw/us/Effect_Consumption",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "heavy_stun",
                  "label": "Heavy Stun",
                  "source": "Heavy_Stun",
                  "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Heavy_Stun",
                  "related": [
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pinned",
                          "label": "Pinned",
                          "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                          "url": "https://poe2db.tw/Pinned",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "blood_loss",
                  "label": "Blood Loss",
                  "source": "Blood_Loss",
                  "description": "All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.",
                  "url": "https://poe2db.tw/Blood_Loss",
                  "related": [
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "bleeding",
                      "label": "Bleeding",
                      "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                      "url": "https://poe2db.tw/Bleeding",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "aggravate",
                          "label": "Aggravate",
                          "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armourbreak",
                          "label": "ArmourBreak",
                          "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                          "url": "https://poe2db.tw/us/Armour_Break",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "markactivate",
                  "label": "Activate",
                  "source": "MarkActivate",
                  "description": "Marks all have a condition that makes them Activate.\nWhen a Mark Activates, it will cause an extra effect and then be Consumed .",
                  "url": "https://poe2db.tw/us/Activating_Marks",
                  "related": [
                    {
                      "key": "mark",
                      "label": "Mark",
                      "description": "Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.\nMarks can be Activated when specific conditions occur, which will cause some extra effect and then Consume the Mark.",
                      "url": "https://poe2db.tw/Mark",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "consume",
                          "label": "Consume",
                          "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                          "url": "https://poe2db.tw/us/Effect_Consumption",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consuming",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Mark]",
                    "leftKey": "Mark",
                    "label": "Mark",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 36,
                    "end": 58,
                    "raw": "[HeavyStun|Heavy Stun]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stun",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 95,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  },
                  {
                    "start": 101,
                    "end": 107,
                    "raw": "[Mark]",
                    "leftKey": "Mark",
                    "label": "Mark",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 136,
                    "raw": "[MarkActivate|Activate]",
                    "leftKey": "MarkActivate",
                    "label": "Activate",
                    "canonicalKey": "markactivate",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 157,
                    "raw": "[Consume|Consuming]",
                    "leftKey": "Consume",
                    "label": "Consuming",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 168,
                    "end": 177,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 209,
                    "end": 234,
                    "raw": "[HeavyStun|Heavy Stunned]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stunned",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 284,
                    "end": 306,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  },
                  {
                    "start": 312,
                    "end": 318,
                    "raw": "[Mark]",
                    "leftKey": "Mark",
                    "label": "Mark",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 356,
                    "end": 369,
                    "raw": "[Mark|Marked]",
                    "leftKey": "Mark",
                    "label": "Marked",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 390,
                    "end": 412,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 45,
                    "raw": "[HeavyStun|Heavy Stunned]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stunned",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 71,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:959",
                "baseItemId": "Metadata/Items/Gem/SkillGemBloodhoundsMark",
                "activeSkillId": "bloodhounds_mark",
                "grantedEffectId": "BloodhoundsMarkPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bloodhounds_mark.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MarkoftheBloodhoundSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/MarkoftheBloodHoundSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-483",
              "name": "Bone Blast",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · Area · Physical · Unleashable · UsableWhileMoving · Damage",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/01c4f2e68ff14c985778e2c7.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.",
              "descriptionMarkup": "Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing [Bleeding].",
              "explicitMods": [
                {
                  "line": "Deals (5 - 226) to (8 - 339) Physical Damage",
                  "short": "Deals (5 - 226) to (8 - 339) Physical Damage",
                  "maxLine": "Deals (5 - 226) to (8 - 339) Physical Damage",
                  "maxShort": "Deals (5 - 226) to (8 - 339) Physical Damage",
                  "q20Line": "Deals (5 - 226) to (8 - 339) Physical Damage",
                  "q20Short": "Deals (5 - 226) to (8 - 339) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_blast.csd"
                },
                {
                  "line": "Ritual radius is 1 metre",
                  "short": "Ritual radius is 1 metre",
                  "maxLine": "Ritual radius is 1 metre",
                  "maxShort": "Ritual radius is 1 metre",
                  "q20Line": "Ritual radius is 1 metre",
                  "q20Short": "Ritual radius is 1 metre",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_blast.csd"
                },
                {
                  "line": "Ritual duration is 1 second",
                  "short": "Ritual duration is 1 second",
                  "maxLine": "Ritual duration is 1 second",
                  "maxShort": "Ritual duration is 1 second",
                  "q20Line": "Ritual duration is 1 second",
                  "q20Short": "Ritual duration is 1 second",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_blast.csd"
                },
                {
                  "line": "40% chance to inflict Bleeding on Hit",
                  "short": "40% chance to inflict Bleeding on Hit",
                  "maxLine": "40% chance to inflict Bleeding on Hit",
                  "maxShort": "40% chance to inflict Bleeding on Hit",
                  "q20Line": "40% chance to inflict Bleeding on Hit",
                  "q20Short": "40% chance to inflict Bleeding on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_inflict_bleeding_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Ritual radius is (0 - 0.4) metres",
                  "short": "Ritual radius is (0 - 0.4) metres",
                  "maxLine": "Ritual radius is (0 - 0.4) metres",
                  "maxShort": "Ritual radius is (0 - 0.4) metres",
                  "q20Line": "Ritual radius is (0 - 0.4) metres",
                  "q20Short": "Ritual radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_blast.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "Area",
                "Physical",
                "Unleashable",
                "UsableWhileMoving",
                "Damage",
                "Cascadable",
                "CreatesGroundRune",
                "Necrotic"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 181,
                    "end": 191,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:483",
                "baseItemId": "Metadata/Items/Gem/SkillGemBoneBlast",
                "activeSkillId": "bone_blast",
                "grantedEffectId": "BoneBlastPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bone_blast.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BoneBlastWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-176",
              "name": "Exsanguinate",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Trappable · Totemable · Mineable · Chains · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/972dccf76b0b850397f42113.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.",
              "descriptionMarkup": "Expel your own blood as [Chain|Chaining] blood tendrils in a cone in front of you. Enemies [Hit] by the tendrils take [Physical] damage and are inflicted with [Bleeding].",
              "explicitMods": [
                {
                  "line": "Deals (2 - 84) to (3 - 125) Physical Damage",
                  "short": "Deals (2 - 84) to (3 - 125) Physical Damage",
                  "maxLine": "Deals (2 - 84) to (3 - 125) Physical Damage",
                  "maxShort": "Deals (2 - 84) to (3 - 125) Physical Damage",
                  "q20Line": "Deals (2 - 84) to (3 - 125) Physical Damage",
                  "q20Short": "Deals (2 - 84) to (3 - 125) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/exsanguinate.csd"
                },
                {
                  "line": "Fires tendrils at up to 3 Targets",
                  "short": "Fires tendrils at up to 3 Targets",
                  "maxLine": "Fires tendrils at up to 3 Targets",
                  "maxShort": "Fires tendrils at up to 3 Targets",
                  "q20Line": "Fires tendrils at up to 3 Targets",
                  "q20Short": "Fires tendrils at up to 3 Targets",
                  "ggpkStatIds": [
                    "blood_tendrils_beam_count",
                    "quality_display_exsanguinate_beam_targets_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Inflicts Bleeding on Hit",
                  "short": "Inflicts Bleeding on Hit",
                  "maxLine": "Inflicts Bleeding on Hit",
                  "maxShort": "Inflicts Bleeding on Hit",
                  "q20Line": "Inflicts Bleeding on Hit",
                  "q20Short": "Inflicts Bleeding on Hit",
                  "ggpkStatIds": [
                    "global_bleed_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Chains 2 times",
                  "short": "Chains 2 times",
                  "maxLine": "Chains 2 times",
                  "maxShort": "Chains 2 times",
                  "q20Line": "Chains 2 times",
                  "q20Short": "Chains 2 times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Fires tendrils at up to (0 - 1) Target",
                  "short": "Fires tendrils at up to (0 - 1) Target",
                  "maxLine": "Fires tendrils at up to (0 - 1) Target",
                  "maxShort": "Fires tendrils at up to (0 - 1) Target",
                  "q20Line": "Fires tendrils at up to (0 - 1) Target",
                  "q20Short": "Fires tendrils at up to (0 - 1) Target",
                  "ggpkStatIds": [
                    "blood_tendrils_beam_count",
                    "quality_display_exsanguinate_beam_targets_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Trappable",
                "Totemable",
                "Mineable",
                "Chains",
                "Multicastable",
                "Triggerable",
                "Physical",
                "Unleashable",
                "DamageOverTime",
                "Duration",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "chain",
                  "label": "Chaining",
                  "source": "Chain",
                  "description": "Effects that Chain are redirected to another target after colliding with an enemy.\nProjectiles Splitting , Piercing or Forking take priority over Chaining.\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.",
                  "url": "https://poe2db.tw/Chain",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "pierce",
                      "label": "Pierce",
                      "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                      "url": "https://poe2db.tw/Pierce",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 40,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 91,
                    "end": 96,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 118,
                    "end": 128,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 159,
                    "end": 169,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  },
                  {
                    "start": 44,
                    "end": 54,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  },
                  {
                    "start": 58,
                    "end": 63,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:176",
                "baseItemId": "Metadata/Items/Gems/SkillGemExsanguinate",
                "activeSkillId": "exsanguinate",
                "grantedEffectId": "ExsanguinatePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/exsanguinate.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BloodTendrilsSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-721",
              "name": "Herald of Blood",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · Herald · UseGlobalStats · Area",
              "levelRequirement": 11,
              "requirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2eef190538406252735826be.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2d522ad8369c4521e9f759b9.webp",
              "description": "While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon, but is partially based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic, and has a chance to Aggravate Bleeding.",
              "descriptionMarkup": "While active, killing an enemy with [BloodLoss|Blood Loss] will cause a bloody explosion that deals [Physical] [Attack] damage to surrounding enemies. This damage is not based on your [MartialWeapon|Weapon], but is partially based on their accumulated [BloodLoss|Blood Loss]. The explosion destroys their [Corpse] if the enemy was [Rarity|Normal or Magic], and has a chance to [Aggravate] [Bleeding].",
              "explicitMods": [
                {
                  "line": "Enemies with Blood Loss you kill explode",
                  "short": "Enemies with Blood Loss you kill explode",
                  "maxLine": "Enemies with Blood Loss you kill explode",
                  "maxShort": "Enemies with Blood Loss you kill explode",
                  "q20Line": "Enemies with Blood Loss you kill explode",
                  "q20Short": "Enemies with Blood Loss you kill explode",
                  "ggpkStatIds": [
                    "display_herald_of_blood_behaviour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_blood.csd"
                },
                {
                  "line": "Explosion radius is 1.5 metres",
                  "short": "Explosion radius is 1.5 metres",
                  "maxLine": "Explosion radius is 1.5 metres",
                  "maxShort": "Explosion radius is 1.5 metres",
                  "q20Line": "Explosion radius is 1.5 metres",
                  "q20Short": "Explosion radius is 1.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_blood.csd"
                },
                {
                  "line": "Deals 15% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "short": "Deals 15% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "maxLine": "Deals 15% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "maxShort": "Deals 15% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "q20Line": "Deals 15% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "q20Short": "Deals 15% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "ggpkStatIds": [
                    "skill_herald_bleeding_enemies_explode_for_%_blood_loss_as_unscalable_physical_damage",
                    "quality_display_herald_of_blood_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_blood.csd"
                },
                {
                  "line": "(40 - 59)% chance to Aggravate Bleeding on Hit",
                  "short": "(40 - 59)% chance to Aggravate Bleeding on Hit",
                  "maxLine": "(40 - 59)% chance to Aggravate Bleeding on Hit",
                  "maxShort": "(40 - 59)% chance to Aggravate Bleeding on Hit",
                  "q20Line": "(40 - 59)% chance to Aggravate Bleeding on Hit",
                  "q20Short": "(40 - 59)% chance to Aggravate Bleeding on Hit",
                  "ggpkStatIds": [
                    "skill_herald_of_blood_explosion_aggravate_bleeding_chance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_blood.csd"
                },
                {
                  "line": "Can't be Evaded",
                  "short": "Can't be Evaded",
                  "maxLine": "Can't be Evaded",
                  "maxShort": "Can't be Evaded",
                  "q20Line": "Can't be Evaded",
                  "q20Short": "Can't be Evaded",
                  "ggpkStatIds": [
                    "global_always_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(4 - 107) to (6 - 160) base Physical Damage",
                  "short": "(4 - 107) to (6 - 160) base Physical Damage",
                  "maxLine": "(4 - 107) to (6 - 160) base Physical Damage",
                  "maxShort": "(4 - 107) to (6 - 160) base Physical Damage",
                  "q20Line": "(4 - 107) to (6 - 160) base Physical Damage",
                  "q20Short": "(4 - 107) to (6 - 160) base Physical Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_physical_damage",
                    "main_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Deals (0 - 4)% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "short": "Deals (0 - 4)% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "maxLine": "Deals (0 - 4)% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "maxShort": "Deals (0 - 4)% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "q20Line": "Deals (0 - 4)% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "q20Short": "Deals (0 - 4)% of exploded enemy's Blood Loss as unscalable Physical Attack Damage",
                  "ggpkStatIds": [
                    "skill_herald_bleeding_enemies_explode_for_%_blood_loss_as_unscalable_physical_damage",
                    "quality_display_herald_of_blood_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_blood.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "Herald",
                "UseGlobalStats",
                "Area",
                "Attack",
                "Physical",
                "SkillConsumesBleeding",
                "NoAttackOrCastTime",
                "AttackInPlace",
                "NonWeaponAttack"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "blood_loss",
                  "label": "Blood Loss",
                  "source": "Blood_Loss",
                  "description": "All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.",
                  "url": "https://poe2db.tw/Blood_Loss",
                  "related": [
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "bleeding",
                      "label": "Bleeding",
                      "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                      "url": "https://poe2db.tw/Bleeding",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "aggravate",
                          "label": "Aggravate",
                          "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armourbreak",
                          "label": "ArmourBreak",
                          "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                          "url": "https://poe2db.tw/us/Armour_Break",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "martialweapon",
                  "label": "Weapon",
                  "source": "MartialWeapon",
                  "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                  "url": "https://poe2db.tw/us/Martial_Weapons",
                  "related": [
                    {
                      "key": "axe",
                      "label": "Axe",
                      "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                      "url": "https://poe2db.tw/us/Axes",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "bow",
                      "label": "Bow",
                      "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                      "url": "https://poe2db.tw/us/Bows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "quiver",
                          "label": "Quiver",
                          "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                          "url": "https://poe2db.tw/us/Quivers",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "crossbow",
                      "label": "Crossbow",
                      "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                      "url": "https://poe2db.tw/us/Crossbows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "crossbow_ammunition_skills",
                          "label": "Crossbow_Ammunition_Skills",
                          "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                          "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "knockback",
                              "label": "Knockback",
                              "description": "Knockback pushes Enemies away when Hit .",
                              "url": "https://poe2db.tw/Knockback",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "mace",
                      "label": "Mace",
                      "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                      "url": "https://poe2db.tw/us/Maces",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "quarterstaff",
                      "label": "Quarterstaff",
                      "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                      "url": "https://poe2db.tw/us/Quarterstaves",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "intelligence",
                          "label": "Intelligence",
                          "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Intelligence",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "spear",
                      "label": "Spear",
                      "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                      "url": "https://poe2db.tw/us/Spears",
                      "related": [
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "sword",
                      "label": "Sword",
                      "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                      "url": "https://poe2db.tw/us/Swords",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "talisman",
                      "label": "Talisman",
                      "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                      "url": "https://poe2db.tw/us/Talismans",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "intelligence",
                          "label": "Intelligence",
                          "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Intelligence",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shapeshifting",
                          "label": "Shapeshifting",
                          "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                          "url": "https://poe2db.tw/Shapeshifting",
                          "related": []
                        },
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "persistent_skills",
                          "label": "Persistent_Skills",
                          "description": "Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.",
                          "url": "https://poe2db.tw/Persistent_Skills",
                          "related": [
                            {
                              "key": "reservation",
                              "label": "Reservation",
                              "description": "Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.",
                              "url": "https://poe2db.tw/Reservation",
                              "related": []
                            },
                            {
                              "key": "spirit",
                              "label": "Spirit",
                              "description": "Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.\nWeapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .",
                              "url": "https://poe2db.tw/Spirit",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "corpse",
                  "label": "Corpse",
                  "source": "Corpse",
                  "description": "Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.",
                  "url": "https://poe2db.tw/us/Corpses",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "rarity",
                  "label": "Normal or Magic",
                  "source": "Rarity",
                  "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                  "url": "https://poe2db.tw/Rarity",
                  "related": [
                    {
                      "key": "itemrarity",
                      "label": "ItemRarity",
                      "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                      "url": "https://poe2db.tw/us/Item_Rarity",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "aggravate",
                  "label": "Aggravate",
                  "source": "Aggravate",
                  "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                  "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                  "related": [
                    {
                      "key": "bleeding",
                      "label": "Bleeding",
                      "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                      "url": "https://poe2db.tw/Bleeding",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armourbreak",
                          "label": "ArmourBreak",
                          "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                          "url": "https://poe2db.tw/us/Armour_Break",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 36,
                    "end": 58,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  },
                  {
                    "start": 100,
                    "end": 110,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 111,
                    "end": 119,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 184,
                    "end": 206,
                    "raw": "[MartialWeapon|Weapon]",
                    "leftKey": "MartialWeapon",
                    "label": "Weapon",
                    "canonicalKey": "martialweapon",
                    "resolved": true
                  },
                  {
                    "start": 252,
                    "end": 274,
                    "raw": "[BloodLoss|Blood Loss]",
                    "leftKey": "BloodLoss",
                    "label": "Blood Loss",
                    "canonicalKey": "blood_loss",
                    "resolved": true
                  },
                  {
                    "start": 305,
                    "end": 313,
                    "raw": "[Corpse]",
                    "leftKey": "Corpse",
                    "label": "Corpse",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 331,
                    "end": 355,
                    "raw": "[Rarity|Normal or Magic]",
                    "leftKey": "Rarity",
                    "label": "Normal or Magic",
                    "canonicalKey": "rarity",
                    "resolved": true
                  },
                  {
                    "start": 377,
                    "end": 388,
                    "raw": "[Aggravate]",
                    "leftKey": "Aggravate",
                    "label": "Aggravate",
                    "canonicalKey": "aggravate",
                    "resolved": true
                  },
                  {
                    "start": 389,
                    "end": 399,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:721",
                "baseItemId": "Metadata/Items/Gem/SkillGemHeraldOfBlood",
                "activeSkillId": "herald_of_blood",
                "grantedEffectId": "HeraldOfBloodPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_blood.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HeraldOfBloodSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/HeraldofBloodSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-958",
              "name": "Rake",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · MeleeSingleTarget · Spear · Physical · Movement",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3b20f56b243d9c337042bfe4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/88e54cb34fd3d7ff35603aed.webp",
              "description": "Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.",
              "descriptionMarkup": "Dash towards an enemy and perform a lacerating slash, inflicting [Bleeding] on all enemies struck.",
              "explicitMods": [
                {
                  "line": "+0.2 metres to Melee Strike Range",
                  "short": "+0.2 metres to Melee Strike Range",
                  "maxLine": "+0.2 metres to Melee Strike Range",
                  "maxShort": "+0.2 metres to Melee Strike Range",
                  "q20Line": "+0.2 metres to Melee Strike Range",
                  "q20Short": "+0.2 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% more Magnitude of Bleeding inflicted",
                  "short": "100% more Magnitude of Bleeding inflicted",
                  "maxLine": "100% more Magnitude of Bleeding inflicted",
                  "maxShort": "100% more Magnitude of Bleeding inflicted",
                  "q20Line": "100% more Magnitude of Bleeding inflicted",
                  "q20Short": "100% more Magnitude of Bleeding inflicted",
                  "ggpkStatIds": [
                    "active_skill_bleeding_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals up to 100% more Damage, based on the distance travelled",
                  "short": "Deals up to 100% more Damage, based on the distance travelled",
                  "maxLine": "Deals up to 100% more Damage, based on the distance travelled",
                  "maxShort": "Deals up to 100% more Damage, based on the distance travelled",
                  "q20Line": "Deals up to 100% more Damage, based on the distance travelled",
                  "q20Short": "Deals up to 100% more Damage, based on the distance travelled",
                  "ggpkStatIds": [
                    "base_additional_damage_from_distance_+%_final",
                    "quality_display_spear_puncture_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Inflicts Bleeding on Hit",
                  "short": "Inflicts Bleeding on Hit",
                  "maxLine": "Inflicts Bleeding on Hit",
                  "maxShort": "Inflicts Bleeding on Hit",
                  "q20Line": "Inflicts Bleeding on Hit",
                  "q20Short": "Inflicts Bleeding on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_inflict_bleeding_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+0.4 seconds to Total Attack Time",
                  "short": "+0.4 seconds to Total Attack Time",
                  "maxLine": "+0.4 seconds to Total Attack Time",
                  "maxShort": "+0.4 seconds to Total Attack Time",
                  "q20Line": "+0.4 seconds to Total Attack Time",
                  "q20Short": "+0.4 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Deals up to (0 - 30)% more Damage, based on the distance travelled",
                  "short": "Deals up to (0 - 30)% more Damage, based on the distance travelled",
                  "maxLine": "Deals up to (0 - 30)% more Damage, based on the distance travelled",
                  "maxShort": "Deals up to (0 - 30)% more Damage, based on the distance travelled",
                  "q20Line": "Deals up to (0 - 30)% more Damage, based on the distance travelled",
                  "q20Short": "Deals up to (0 - 30)% more Damage, based on the distance travelled",
                  "ggpkStatIds": [
                    "base_additional_damage_from_distance_+%_final",
                    "quality_display_spear_puncture_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "MeleeSingleTarget",
                "Spear",
                "Physical",
                "Movement"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 65,
                    "end": 75,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  },
                  {
                    "start": 29,
                    "end": 39,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:958",
                "baseItemId": "Metadata/Items/Gem/SkillGemRake",
                "activeSkillId": "rake",
                "grantedEffectId": "RakePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/rake.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressBloodHunt.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BloodHuntSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Debuff inflicts Physical damage over time. This Damage bypasses Energy Shield.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 31,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Bleeding",
              "Bleed"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/buffbleed-925f71ce6a30e027.webp",
            "definitionRow": 153,
            "visualRow": 147,
            "visualId": "puncture",
            "ggpkPath": "Art/2DArt/BuffIcons/buffbleed.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "146182a1f97c9502d634cae85f84688134fb635e31218dd0bcca052d2365b507"
          }
        },
        {
          "id": "ignited",
          "title": "Ignited",
          "description": "Debuff inflicts Fire damage over time",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 0,
            "id": "ignited",
            "rawName": "Ignited",
            "rawDescription": "Debuff inflicts [Fire] damage over time",
            "statIds": [
              "base_ignite_damage_taken_per_minute",
              "num_ignites"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1052",
              "name": "Ancestral Cry",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · Area · Duration · Warcry · ConsumesCharges · HasUsageCondition · Nova",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/05d787afaf72e09f2e627dcc.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/62a3d87119782407bf0ddcc2.webp",
              "description": "Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, you Trigger Volcanic Steps while travelling, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.",
              "descriptionMarkup": "Perform a [Warcry] using [Glory] gained by [Ignite|Igniting] enemies to turn you into an embodiment of Kaom. While embodying Kaom, you [Trigger] Volcanic Steps while travelling, [Melee] [Strike|Strikes] and [Slam|Slams] are [AncestralBoost|Ancestrally Boosted], and your [Melee] [Strike|Strikes] [Trigger] Volcanic Eruption.",
              "explicitMods": [
                {
                  "line": "Warcry radius is 4 metres",
                  "short": "Warcry radius is 4 metres",
                  "maxLine": "Warcry radius is 4 metres",
                  "maxShort": "Warcry radius is 4 metres",
                  "q20Line": "Warcry radius is 4 metres",
                  "q20Short": "Warcry radius is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Knocks back and interrupts enemies in a smaller area",
                  "short": "Knocks back and interrupts enemies in a smaller area",
                  "maxLine": "Knocks back and interrupts enemies in a smaller area",
                  "maxShort": "Knocks back and interrupts enemies in a smaller area",
                  "q20Line": "Knocks back and interrupts enemies in a smaller area",
                  "q20Short": "Knocks back and interrupts enemies in a smaller area",
                  "ggpkStatIds": [
                    "warcries_knock_back_enemies"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Warcry duration is 8 seconds",
                  "short": "Warcry duration is 8 seconds",
                  "maxLine": "Warcry duration is 8 seconds",
                  "maxShort": "Warcry duration is 8 seconds",
                  "q20Line": "Warcry duration is 8 seconds",
                  "q20Short": "Warcry duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "short": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "maxLine": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "maxShort": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "q20Line": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "q20Short": "Consumes all Endurance Charges to increase Warcry duration by 50% per charge",
                  "ggpkStatIds": [
                    "ancestral_cry_duration_+%_final_per_removable_endurance_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "short": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "maxLine": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "maxShort": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "q20Line": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "q20Short": "Converts 100% of Physical Damage to Fire damage with Boosted Attacks",
                  "ggpkStatIds": [
                    "ancestral_cry_non_skill_physical_to_fire_convert_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "short": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "maxLine": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "maxShort": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "q20Line": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "q20Short": "Trigger Volcanic Steps every 1.2 metres travelled",
                  "ggpkStatIds": [
                    "ancestral_cry_triggers_shockwave_every_X_units_travelled"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                },
                {
                  "line": "Requires 100 Glory to use",
                  "short": "Requires 100 Glory to use",
                  "maxLine": "Requires 100 Glory to use",
                  "maxShort": "Requires 100 Glory to use",
                  "q20Line": "Requires 100 Glory to use",
                  "q20Short": "Requires 100 Glory to use",
                  "ggpkStatIds": [
                    "active_skill_requires_X_glory"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "short": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "maxLine": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "maxShort": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "q20Line": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "q20Short": "Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy",
                  "ggpkStatIds": [
                    "active_skill_generates_mp_%_glory_per_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Slam radius is 1.2 metres",
                  "short": "Slam radius is 1.2 metres",
                  "maxLine": "Slam radius is 1.2 metres",
                  "maxShort": "Slam radius is 1.2 metres",
                  "q20Line": "Slam radius is 1.2 metres",
                  "q20Short": "Slam radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_shockwave.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_shockwave.csd"
                },
                {
                  "line": "Impact Radius is 0.8 metres",
                  "short": "Impact Radius is 0.8 metres",
                  "maxLine": "Impact Radius is 0.8 metres",
                  "maxShort": "Impact Radius is 0.8 metres",
                  "q20Line": "Impact Radius is 0.8 metres",
                  "q20Short": "Impact Radius is 0.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_projectile.csd"
                },
                {
                  "line": "Fires 3 Molten Projectiles",
                  "short": "Fires 3 Molten Projectiles",
                  "maxLine": "Fires 3 Molten Projectiles",
                  "maxShort": "Fires 3 Molten Projectiles",
                  "q20Line": "Fires 3 Molten Projectiles",
                  "q20Short": "Fires 3 Molten Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry_projectile.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "short": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "maxLine": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "maxShort": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "q20Line": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "q20Short": "+(0 - 20)% increased Warcry duration per Endurance Charge consumed",
                  "ggpkStatIds": [
                    "ancestral_cry_duration_+%_final_per_removable_endurance_charge"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                }
              ],
              "tags": [
                "Buff",
                "Area",
                "Duration",
                "Warcry",
                "ConsumesCharges",
                "HasUsageCondition",
                "Nova",
                "Fire",
                "Triggers",
                "SkillConsumesEnduranceChargesOnUse",
                "EmpowersOtherSkill",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "glory",
                  "label": "Glory",
                  "source": "Glory",
                  "description": "Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.\nDifferent Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.",
                  "url": "https://poe2db.tw/Glory",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "banner_skills",
                      "label": "Banner_Skills",
                      "description": "Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the Power of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas.\nNormally you have a limit of a single Banner placed at one time.",
                      "url": "https://poe2db.tw/Banner_Skills",
                      "related": [
                        {
                          "key": "power",
                          "label": "Power",
                          "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                          "url": "https://poe2db.tw/us/Monster_Power",
                          "related": [
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Igniting",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "melee",
                  "label": "Melee",
                  "source": "Melee",
                  "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                  "url": "https://poe2db.tw/Melee",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": []
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "strike",
                  "label": "Strikes",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 32,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 43,
                    "end": 60,
                    "raw": "[Ignite|Igniting]",
                    "leftKey": "Ignite",
                    "label": "Igniting",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 135,
                    "end": 144,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 178,
                    "end": 185,
                    "raw": "[Melee]",
                    "leftKey": "Melee",
                    "label": "Melee",
                    "canonicalKey": "melee",
                    "resolved": true
                  },
                  {
                    "start": 186,
                    "end": 202,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 207,
                    "end": 219,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 224,
                    "end": 260,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 271,
                    "end": 278,
                    "raw": "[Melee]",
                    "leftKey": "Melee",
                    "label": "Melee",
                    "canonicalKey": "melee",
                    "resolved": true
                  },
                  {
                    "start": 279,
                    "end": 295,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 296,
                    "end": 305,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 11,
                    "end": 19,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 60,
                    "raw": "[AncestralBoost|Ancestrally Boosts]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosts",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 82,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 99,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1052",
                "baseItemId": "Metadata/Items/Gem/SkillGemAncestralCry",
                "activeSkillId": "ancestral_cry",
                "grantedEffectId": "AncestralCryPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ancestral_cry/statset_0.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WarriorAncestralCry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WarriorAncestralCrySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-91",
              "name": "Ball Lightning",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3af262bce24544035d6a80bd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6faf03bd62386bd5fe9cb29c.webp",
              "description": "Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.",
              "descriptionMarkup": "Fire a slow-moving [Projectile] that moves through enemies. The [Projectile] itself does not [Hit] enemies, but repeatedly discharges bolts of [Lightning] at nearby enemies. Consumes a [Fire] [ElementalInfusion|Infusion] if possible to slow down over time, create [IgnitedGround|Ignited Ground] as it travels, and explode dealing [Fire] damage in an Area after it dissipates.",
              "explicitMods": [
                {
                  "line": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "short": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "maxLine": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "maxShort": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "q20Line": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "q20Short": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                },
                {
                  "line": "Bolts target enemies within 1.8 metres",
                  "short": "Bolts target enemies within 1.8 metres",
                  "maxLine": "Bolts target enemies within 1.8 metres",
                  "maxShort": "Bolts target enemies within 1.8 metres",
                  "q20Line": "Bolts target enemies within 1.8 metres",
                  "q20Short": "Bolts target enemies within 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                },
                {
                  "line": "375% more chance to Shock",
                  "short": "375% more chance to Shock",
                  "maxLine": "375% more chance to Shock",
                  "maxShort": "375% more chance to Shock",
                  "q20Line": "375% more chance to Shock",
                  "q20Short": "375% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Hits enemies in range every 0.2 seconds",
                  "short": "Hits enemies in range every 0.2 seconds",
                  "maxLine": "Hits enemies in range every 0.2 seconds",
                  "maxShort": "Hits enemies in range every 0.2 seconds",
                  "q20Line": "Hits enemies in range every 0.2 seconds",
                  "q20Short": "Hits enemies in range every 0.2 seconds",
                  "ggpkStatIds": [
                    "ball_lightning_base_hit_frequency_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "short": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "maxLine": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "maxShort": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "q20Line": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "q20Short": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Fire-Infused explosion radius is 2.6 metres",
                  "short": "Fire-Infused explosion radius is 2.6 metres",
                  "maxLine": "Fire-Infused explosion radius is 2.6 metres",
                  "maxShort": "Fire-Infused explosion radius is 2.6 metres",
                  "q20Line": "Fire-Infused explosion radius is 2.6 metres",
                  "q20Short": "Fire-Infused explosion radius is 2.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Creates Ignited Ground every 0.35 seconds",
                  "short": "Creates Ignited Ground every 0.35 seconds",
                  "maxLine": "Creates Ignited Ground every 0.35 seconds",
                  "maxShort": "Creates Ignited Ground every 0.35 seconds",
                  "q20Line": "Creates Ignited Ground every 0.35 seconds",
                  "q20Short": "Creates Ignited Ground every 0.35 seconds",
                  "ggpkStatIds": [
                    "ball_lightning_infused_burning_ground_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "short": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "maxLine": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "maxShort": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "q20Line": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "q20Short": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                },
                {
                  "line": "Ignited Ground radius is 0.9 metres",
                  "short": "Ignited Ground radius is 0.9 metres",
                  "maxLine": "Ignited Ground radius is 0.9 metres",
                  "maxShort": "Ignited Ground radius is 0.9 metres",
                  "q20Line": "Ignited Ground radius is 0.9 metres",
                  "q20Short": "Ignited Ground radius is 0.9 metres",
                  "ggpkStatIds": [
                    "active_skill_base_tertiary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                },
                {
                  "line": "Ignited Ground duration is 4 seconds",
                  "short": "Ignited Ground duration is 4 seconds",
                  "maxLine": "Ignited Ground duration is 4 seconds",
                  "maxShort": "Ignited Ground duration is 4 seconds",
                  "q20Line": "Ignited Ground duration is 4 seconds",
                  "q20Short": "Ignited Ground duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Bolts target enemies within (0 - 0.4) metres",
                  "short": "Bolts target enemies within (0 - 0.4) metres",
                  "maxLine": "Bolts target enemies within (0 - 0.4) metres",
                  "maxShort": "Bolts target enemies within (0 - 0.4) metres",
                  "q20Line": "Bolts target enemies within (0 - 0.4) metres",
                  "q20Short": "Bolts target enemies within (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Projectile",
                "ProjectilesFromUser",
                "Area",
                "Totemable",
                "Trappable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Lightning",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving",
                "Sustained",
                "CreatesGroundEffect",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 19,
                    "end": 31,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 76,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 93,
                    "end": 98,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 154,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 191,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 220,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 264,
                    "end": 294,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 330,
                    "end": 336,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 18,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 31,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 100,
                    "raw": "[ElementalInfusion|Infused]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infused",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 106,
                    "end": 112,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 123,
                    "end": 153,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:91",
                "baseItemId": "Metadata/Items/Gems/SkillGemBallLightning",
                "activeSkillId": "ball_lightning",
                "grantedEffectId": "BallLightningPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressBallLightning.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BallLightningSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-485",
              "name": "Black Powder Blitz",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · DodgeReplacement · Detonator · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d92bfec10f96bc5de2737ef2.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.",
              "descriptionMarkup": "Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that [Blind|Blinds] and [Ignite|Ignites] enemies in the area you escape from. The explosion will cause any [Grenade|Grenades] in its area of effect to also explode.",
              "explicitMods": [
                {
                  "line": "Blind enemies on Hit",
                  "short": "Blind enemies on Hit",
                  "maxLine": "Blind enemies on Hit",
                  "maxShort": "Blind enemies on Hit",
                  "q20Line": "Blind enemies on Hit",
                  "q20Short": "Blind enemies on Hit",
                  "ggpkStatIds": [
                    "global_chance_to_blind_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% increased Stun Threshold while using Skill",
                  "short": "100% increased Stun Threshold while using Skill",
                  "maxLine": "100% increased Stun Threshold while using Skill",
                  "maxShort": "100% increased Stun Threshold while using Skill",
                  "q20Line": "100% increased Stun Threshold while using Skill",
                  "q20Short": "100% increased Stun Threshold while using Skill",
                  "ggpkStatIds": [
                    "active_skill_stun_threshold_+%_while_performing_action"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Always Ignites",
                  "short": "Always Ignites",
                  "maxLine": "Always Ignites",
                  "maxShort": "Always Ignites",
                  "q20Line": "Always Ignites",
                  "q20Short": "Always Ignites",
                  "ggpkStatIds": [
                    "always_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "short": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "maxLine": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "maxShort": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "q20Line": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "q20Short": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_physical_damage",
                    "secondary_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "DodgeReplacement",
                "Detonator",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "blind",
                  "label": "Blinds",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignites",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "grenade",
                  "label": "Grenades",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 114,
                    "end": 128,
                    "raw": "[Blind|Blinds]",
                    "leftKey": "Blind",
                    "label": "Blinds",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 133,
                    "end": 149,
                    "raw": "[Ignite|Ignites]",
                    "leftKey": "Ignite",
                    "label": "Ignites",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 216,
                    "end": 234,
                    "raw": "[Grenade|Grenades]",
                    "leftKey": "Grenade",
                    "label": "Grenades",
                    "canonicalKey": "grenade",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:485",
                "baseItemId": "Metadata/Items/Gem/SkillGemBlackPowderBlitz",
                "activeSkillId": "black_powder_blitz_reservation",
                "grantedEffectId": "BlackPowderBlitzReservationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ShankgonneSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-300",
              "name": "Cast on Elemental Ailment",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/431305141c8cc2fbbe65773c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3320d39467ddaa6b90eb3175.webp",
              "description": "While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Freeze], [Shock], or [Ignite] enemies, and triggers socketed spells on reaching maximum [Energy|Energy].",
              "explicitMods": [
                {
                  "line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxLine": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxShort": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_freeze_gain_X_centienergy_per_monster_power_on_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxLine": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxShort": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "ggpkStatIds": [
                    "cast_on_ignite_gain_X_centienergy_per_monster_power_on_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxLine": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxShort": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_shock_gain_X_centienergy_per_monster_power_on_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 57)% increased Energy gained",
                  "short": "(0 - 57)% increased Energy gained",
                  "maxLine": "(0 - 57)% increased Energy gained",
                  "maxShort": "(0 - 57)% increased Energy gained",
                  "q20Line": "(0 - 57)% increased Energy gained",
                  "q20Short": "(0 - 57)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxLine": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxShort": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% increased Energy gained",
                  "short": "(0 - 15)% increased Energy gained",
                  "maxLine": "(0 - 15)% increased Energy gained",
                  "maxShort": "(0 - 15)% increased Energy gained",
                  "q20Line": "(0 - 15)% increased Energy gained",
                  "q20Short": "(0 - 15)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "Fire",
                "Cold",
                "Lightning",
                "CanHaveMultipleOngoingSkillInstances",
                "GeneratesEnergy",
                "Triggers"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 55,
                    "end": 62,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 67,
                    "end": 75,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 134,
                    "end": 149,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:300",
                "baseItemId": "Metadata/Items/Gems/SkillGemCastOnElementalAilment",
                "activeSkillId": "cast_on_elemental_ailment",
                "grantedEffectId": "MetaCastOnElementalAilmentPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/CastonFreezeShockIgnite.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/CastonFreezeShockIgniteMetaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-299",
              "name": "Cast on Ignite",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · CanHaveMultipleOngoingSkillInstances",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c210114276bd55eb134b6fae.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fc5bd546c25bd4829d6b6c99.webp",
              "description": "While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Ignite] enemies and triggers socketed spells on reaching maximum [Energy|Energy].",
              "explicitMods": [
                {
                  "line": "Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "short": "Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxLine": "Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxShort": "Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Line": "Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Short": "Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "ggpkStatIds": [
                    "cast_on_ignite_gain_X_centienergy_per_monster_power_on_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 57)% increased Energy gained",
                  "short": "(0 - 57)% increased Energy gained",
                  "maxLine": "(0 - 57)% increased Energy gained",
                  "maxShort": "(0 - 57)% increased Energy gained",
                  "q20Line": "(0 - 57)% increased Energy gained",
                  "q20Short": "(0 - 57)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxLine": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxShort": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% increased Energy gained",
                  "short": "(0 - 15)% increased Energy gained",
                  "maxLine": "(0 - 15)% increased Energy gained",
                  "maxShort": "(0 - 15)% increased Energy gained",
                  "q20Line": "(0 - 15)% increased Energy gained",
                  "q20Short": "(0 - 15)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "Fire",
                "CanHaveMultipleOngoingSkillInstances",
                "GeneratesEnergy",
                "Triggers"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 111,
                    "end": 126,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:299",
                "baseItemId": "Metadata/Items/Gems/SkillGemCastOnIgnite",
                "activeSkillId": "cast_on_ignite",
                "grantedEffectId": "MetaCastOnIgnitePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/CastOnIgniteSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/CastOnIgniteSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-678",
              "name": "Elemental Invocation",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/89a245b0bc7de3c4bbef6214.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a6b09852c46e760964df5175.webp",
              "description": "While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Freeze], [Shock] or [Ignite] an enemy. Using the Invocation once sufficient [Energy|Energy] is gathered will consume the [Energy|Energy] to trigger socketed [Spell|Spells], and can trigger them multiple times if it has enough [Energy].",
              "explicitMods": [
                {
                  "line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxLine": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxShort": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxLine": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxShort": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxLine": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxShort": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 68)% increased Energy gained",
                  "short": "(0 - 68)% increased Energy gained",
                  "maxLine": "(0 - 68)% increased Energy gained",
                  "maxShort": "(0 - 68)% increased Energy gained",
                  "q20Line": "(0 - 68)% increased Energy gained",
                  "q20Short": "(0 - 68)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maximum Energy is 500",
                  "short": "Maximum Energy is 500",
                  "maxLine": "Maximum Energy is 500",
                  "maxShort": "Maximum Energy is 500",
                  "q20Line": "Maximum Energy is 500",
                  "q20Short": "Maximum Energy is 500",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Maximum Energy is (0 - 100)",
                  "short": "Maximum Energy is (0 - 100)",
                  "maxLine": "Maximum Energy is (0 - 100)",
                  "maxShort": "Maximum Energy is (0 - 100)",
                  "q20Line": "Maximum Energy is (0 - 100)",
                  "q20Short": "Maximum Energy is (0 - 100)",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "CanHaveMultipleOngoingSkillInstances",
                "Invocation",
                "Fire",
                "Cold",
                "Lightning",
                "GeneratesEnergy",
                "Triggers",
                "AttackInPlace",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 55,
                    "end": 62,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 74,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 122,
                    "end": 137,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 167,
                    "end": 182,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 203,
                    "end": 217,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 272,
                    "end": 280,
                    "raw": "[Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:678",
                "baseItemId": "Metadata/Items/Gem/SkillGemElementalInvocation",
                "activeSkillId": "elemental_invocation",
                "grantedEffectId": "MetaElementalInvocationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ElementalInvocationSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ElementalInvocationMetaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-436",
              "name": "Elemental Siphon",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Lightning · Cold · Fire · Spear",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/85ccb69ea1db4b4d3ce5f749.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/39af093825c73229e9b774fa.webp",
              "description": "Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.",
              "descriptionMarkup": "Dash to an enemy and nullify their [Resistances|Resistance]. Hitting an enemy with positive [Resistances|Elemental Resistance] will reduce their highest [Resistances|Elemental Resistance] to 0 for a duration and triggers Infuse Weapon, granting your [Spear] the maximum possible [Surge|Surges] corresponding to the removed [Resistances|Resistance]. If this skill doesn't remove any [Resistances], its cooldown is reset. This skill cannot be [AncestralBoost|Ancestrally Boosted].",
              "explicitMods": [
                {
                  "line": "Resistance removal duration is 8 seconds",
                  "short": "Resistance removal duration is 8 seconds",
                  "maxLine": "Resistance removal duration is 8 seconds",
                  "maxShort": "Resistance removal duration is 8 seconds",
                  "q20Line": "Resistance removal duration is 8 seconds",
                  "q20Short": "Resistance removal duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_siphon.csd"
                },
                {
                  "line": "Consume Freeze on Hit",
                  "short": "Consume Freeze on Hit",
                  "maxLine": "Consume Freeze on Hit",
                  "maxShort": "Consume Freeze on Hit",
                  "q20Line": "Consume Freeze on Hit",
                  "q20Short": "Consume Freeze on Hit",
                  "ggpkStatIds": [
                    "base_consume_enemy_freeze_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consume Shock on Hit",
                  "short": "Consume Shock on Hit",
                  "maxLine": "Consume Shock on Hit",
                  "maxShort": "Consume Shock on Hit",
                  "q20Line": "Consume Shock on Hit",
                  "q20Short": "Consume Shock on Hit",
                  "ggpkStatIds": [
                    "base_consume_enemy_shock_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consumes Ignite on Hit",
                  "short": "Consumes Ignite on Hit",
                  "maxLine": "Consumes Ignite on Hit",
                  "maxShort": "Consumes Ignite on Hit",
                  "q20Line": "Consumes Ignite on Hit",
                  "q20Short": "Consumes Ignite on Hit",
                  "ggpkStatIds": [
                    "consume_ignite_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Lightning",
                "Cold",
                "Fire",
                "Spear",
                "Cooldown",
                "ManualCooldownConsumption",
                "Duration",
                "CannotSpiritStrike"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "resistances",
                  "label": "Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "surge",
                  "label": "Surges",
                  "source": "Surge",
                  "description": "Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight.\nYour weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.\nProjectiles which Split or Fork do not gain the benefits of Surges.",
                  "url": "https://poe2db.tw/us/Elemental_Surges",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 35,
                    "end": 59,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 92,
                    "end": 126,
                    "raw": "[Resistances|Elemental Resistance]",
                    "leftKey": "Resistances",
                    "label": "Elemental Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 153,
                    "end": 187,
                    "raw": "[Resistances|Elemental Resistance]",
                    "leftKey": "Resistances",
                    "label": "Elemental Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 250,
                    "end": 257,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 279,
                    "end": 293,
                    "raw": "[Surge|Surges]",
                    "leftKey": "Surge",
                    "label": "Surges",
                    "canonicalKey": "surge",
                    "resolved": true
                  },
                  {
                    "start": 323,
                    "end": 347,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 382,
                    "end": 395,
                    "raw": "[Resistances]",
                    "leftKey": "Resistances",
                    "label": "Resistances",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 441,
                    "end": 477,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 35,
                    "end": 59,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:436",
                "baseItemId": "Metadata/Items/Gem/SkillGemElementalSiphon",
                "activeSkillId": "elemental_siphon",
                "grantedEffectId": "ElementalSiphonPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_siphon.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ElementalSiphonSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ElementalSiphonSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-965",
              "name": "Elemental Sundering",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Spear · Melee · Fire · Cold · Lightning",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c31e5b56a2f7a9025ddc6068.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6f788847928f820a69b19a4f.webp",
              "description": "Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.",
              "descriptionMarkup": "Plunge your [Spear] into the ground to emit a pulse that [Consume|Consumes] [Freeze], [Shock] and [Ignite] on a number of nearby enemies, [Allies] and [Corpse|Corpses]. The pulse itself deals no damage, but each [ElementalAilments|Ailment] [Consume|Consumed] causes an explosion of the corresponding elemental damage type.",
              "explicitMods": [
                {
                  "line": "Pulse radius is 5 metres",
                  "short": "Pulse radius is 5 metres",
                  "maxLine": "Pulse radius is 5 metres",
                  "maxShort": "Pulse radius is 5 metres",
                  "q20Line": "Pulse radius is 5 metres",
                  "q20Short": "Pulse radius is 5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_0.csd"
                },
                {
                  "line": "Consumes up to 20 Ailments",
                  "short": "Consumes up to 20 Ailments",
                  "maxLine": "Consumes up to 20 Ailments",
                  "maxShort": "Consumes up to 20 Ailments",
                  "q20Line": "Consumes up to 20 Ailments",
                  "q20Short": "Consumes up to 20 Ailments",
                  "ggpkStatIds": [
                    "elemental_sundering_number_of_explosion_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_0.csd"
                },
                {
                  "line": "Explosion radius is 1.6 metres",
                  "short": "Explosion radius is 1.6 metres",
                  "maxLine": "Explosion radius is 1.6 metres",
                  "maxShort": "Explosion radius is 1.6 metres",
                  "q20Line": "Explosion radius is 1.6 metres",
                  "q20Short": "Explosion radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_1.csd"
                },
                {
                  "line": "50% more damage with Hits for pulses originating from a Unique enemy",
                  "short": "50% more damage with Hits for pulses originating from a Unique enemy",
                  "maxLine": "50% more damage with Hits for pulses originating from a Unique enemy",
                  "maxShort": "50% more damage with Hits for pulses originating from a Unique enemy",
                  "q20Line": "50% more damage with Hits for pulses originating from a Unique enemy",
                  "q20Short": "50% more damage with Hits for pulses originating from a Unique enemy",
                  "ggpkStatIds": [
                    "elemental_sundering_damage_+%_final_if_created_from_unique"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_1.csd"
                },
                {
                  "line": "Cannot inflict Freeze, Shock or Ignite",
                  "short": "Cannot inflict Freeze, Shock or Ignite",
                  "maxLine": "Cannot inflict Freeze, Shock or Ignite",
                  "maxShort": "Cannot inflict Freeze, Shock or Ignite",
                  "q20Line": "Cannot inflict Freeze, Shock or Ignite",
                  "q20Short": "Cannot inflict Freeze, Shock or Ignite",
                  "ggpkStatIds": [
                    "active_skill_never_freeze_shock_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Cold damage",
                  "short": "Converts 100% of Physical damage to Cold damage",
                  "maxLine": "Converts 100% of Physical damage to Cold damage",
                  "maxShort": "Converts 100% of Physical damage to Cold damage",
                  "q20Line": "Converts 100% of Physical damage to Cold damage",
                  "q20Short": "Converts 100% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Pulse radius is (0 - 0.2) metres",
                  "short": "Pulse radius is (0 - 0.2) metres",
                  "maxLine": "Pulse radius is (0 - 0.2) metres",
                  "maxShort": "Pulse radius is (0 - 0.2) metres",
                  "q20Line": "Pulse radius is (0 - 0.2) metres",
                  "q20Short": "Pulse radius is (0 - 0.2) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_0.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Spear",
                "Melee",
                "Fire",
                "Cold",
                "Lightning",
                "Nova",
                "SkillConsumesFreeze",
                "SkillConsumesIgnite",
                "SkillConsumesShock"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "corpse",
                  "label": "Corpses",
                  "source": "Corpse",
                  "description": "Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.",
                  "url": "https://poe2db.tw/us/Corpses",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "elemental_ailments",
                  "label": "Ailment",
                  "source": "Elemental_Ailments",
                  "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                  "url": "https://poe2db.tw/Elemental_Ailments",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "electrocute",
                      "label": "Electrocute",
                      "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                      "url": "https://poe2db.tw/us/Electrocution",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 12,
                    "end": 19,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 75,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 76,
                    "end": 84,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 86,
                    "end": 93,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 106,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 146,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 151,
                    "end": 167,
                    "raw": "[Corpse|Corpses]",
                    "leftKey": "Corpse",
                    "label": "Corpses",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 212,
                    "end": 239,
                    "raw": "[ElementalAilments|Ailment]",
                    "leftKey": "ElementalAilments",
                    "label": "Ailment",
                    "canonicalKey": "elemental_ailments",
                    "resolved": true
                  },
                  {
                    "start": 240,
                    "end": 258,
                    "raw": "[Consume|Consumed]",
                    "leftKey": "Consume",
                    "label": "Consumed",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 9,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 48,
                    "raw": "[ElementalAilments|Elemental Ailments]",
                    "leftKey": "ElementalAilments",
                    "label": "Elemental Ailments",
                    "canonicalKey": "elemental_ailments",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:965",
                "baseItemId": "Metadata/Items/Gem/SkillGemElementalSundering",
                "activeSkillId": "elemental_sundering",
                "grantedEffectId": "ElementalSunderingPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_2.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_sundering/statset_3.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressExtraElements.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ExtraElementsSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Debuff inflicts Fire damage over time",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 65,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Ignite",
              "Ignited"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/buffonfire-e2e269cf14f752d7.webp",
            "definitionRow": 0,
            "visualRow": 2,
            "visualId": "ignited",
            "ggpkPath": "Art/2DArt/BuffIcons/buffonfire.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "3c6c166c5a60742366a43ad703910b9facd0f25983cc1dd7c2039aec2e6283e4"
          }
        },
        {
          "id": "chilled",
          "title": "Chilled",
          "description": "Slowed.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 1,
            "id": "chilled",
            "rawName": "Chilled",
            "rawDescription": "[Slow|Slowed].",
            "statIds": [
              "action_speed_+%_final_from_chill",
              "num_chills"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-40",
              "name": "Frost Wall",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e258cc0d3a8de174ccca93a1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/14a6922e7afc6b5dbb15da8c.webp",
              "description": "Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.",
              "descriptionMarkup": "Create a wall of [IceCrystals|Ice Crystals] which holds back enemies. The [IceCrystals|Crystals] explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a [Lightning] [ElementalInfusion|Infusion] if possible to add another [Lightning] explosion if destroyed.",
              "explicitMods": [
                {
                  "line": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "short": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "maxLine": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "maxShort": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "q20Line": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "q20Short": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Explosion radius is 2 metres",
                  "short": "Explosion radius is 2 metres",
                  "maxLine": "Explosion radius is 2 metres",
                  "maxShort": "Explosion radius is 2 metres",
                  "q20Line": "Explosion radius is 2 metres",
                  "q20Short": "Explosion radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Ice Crystal duration is 8 seconds",
                  "short": "Ice Crystal duration is 8 seconds",
                  "maxLine": "Ice Crystal duration is 8 seconds",
                  "maxShort": "Ice Crystal duration is 8 seconds",
                  "q20Line": "Ice Crystal duration is 8 seconds",
                  "q20Short": "Ice Crystal duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Ice Crystals have (36 - 12714) maximum Life",
                  "short": "Ice Crystals have (36 - 12714) maximum Life",
                  "maxLine": "Ice Crystals have (36 - 12714) maximum Life",
                  "maxShort": "Ice Crystals have (36 - 12714) maximum Life",
                  "q20Line": "Ice Crystals have (36 - 12714) maximum Life",
                  "q20Short": "Ice Crystals have (36 - 12714) maximum Life",
                  "ggpkStatIds": [
                    "frost_wall_maximum_life",
                    "frozen_locus_crystal_display_stat"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Wall is (2.8 - 5.6) metres long",
                  "short": "Wall is (2.8 - 5.6) metres long",
                  "maxLine": "Wall is (2.8 - 5.6) metres long",
                  "maxShort": "Wall is (2.8 - 5.6) metres long",
                  "q20Line": "Wall is (2.8 - 5.6) metres long",
                  "q20Short": "Wall is (2.8 - 5.6) metres long",
                  "ggpkStatIds": [
                    "wall_maximum_length"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "50% more Magnitude of Chill inflicted",
                  "short": "50% more Magnitude of Chill inflicted",
                  "maxLine": "50% more Magnitude of Chill inflicted",
                  "maxShort": "50% more Magnitude of Chill inflicted",
                  "q20Line": "50% more Magnitude of Chill inflicted",
                  "q20Short": "50% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "50% more Freeze Buildup",
                  "short": "50% more Freeze Buildup",
                  "maxLine": "50% more Freeze Buildup",
                  "maxShort": "50% more Freeze Buildup",
                  "q20Line": "50% more Freeze Buildup",
                  "q20Short": "50% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "0% more area of effect if Shattered",
                  "short": "0% more area of effect if Shattered",
                  "maxLine": "0% more area of effect if Shattered",
                  "maxShort": "0% more area of effect if Shattered",
                  "q20Line": "0% more area of effect if Shattered",
                  "q20Short": "0% more area of effect if Shattered",
                  "ggpkStatIds": [
                    "ice_crystal_shatter_detonation_area_of_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "0% more damage if Shattered",
                  "short": "0% more damage if Shattered",
                  "maxLine": "0% more damage if Shattered",
                  "maxShort": "0% more damage if Shattered",
                  "q20Line": "0% more damage if Shattered",
                  "q20Short": "0% more damage if Shattered",
                  "ggpkStatIds": [
                    "ice_crystal_shatter_detonation_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxLine": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxShort": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "ggpkStatIds": [
                    "ice_crystals_damage_+%_final_for_first_500_ms_when_not_killed_by_self"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "short": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "maxLine": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "maxShort": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "q20Line": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "q20Short": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_1.csd"
                },
                {
                  "line": "Explosion radius is 2.8 metres",
                  "short": "Explosion radius is 2.8 metres",
                  "maxLine": "Explosion radius is 2.8 metres",
                  "maxShort": "Explosion radius is 2.8 metres",
                  "q20Line": "Explosion radius is 2.8 metres",
                  "q20Short": "Explosion radius is 2.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cold",
                "Cascadable",
                "Cooldown",
                "Invokable",
                "Area",
                "Wall",
                "UsableWhileMoving",
                "IceCrystal",
                "ToggleSpawnedObjectTargetable_DefaultOff"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ice_crystals",
                  "label": "Ice Crystals",
                  "source": "Ice_Crystals",
                  "description": "Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.\nSkills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.",
                  "url": "https://poe2db.tw/Ice_Crystals",
                  "related": [
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 17,
                    "end": 43,
                    "raw": "[IceCrystals|Ice Crystals]",
                    "leftKey": "IceCrystals",
                    "label": "Ice Crystals",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 96,
                    "raw": "[IceCrystals|Crystals]",
                    "leftKey": "IceCrystals",
                    "label": "Crystals",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 203,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 204,
                    "end": 232,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 260,
                    "end": 271,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 17,
                    "end": 43,
                    "raw": "[IceCrystals|Ice Crystals]",
                    "leftKey": "IceCrystals",
                    "label": "Ice Crystals",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 83,
                    "raw": "[ElementalInfusion|Infused]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infused",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 100,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:40",
                "baseItemId": "Metadata/Items/Gems/SkillGemFrostWall",
                "activeSkillId": "frost_wall_new",
                "grantedEffectId": "FrostWallPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressFrostWall.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostWallSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-0",
              "name": "Ice Nova",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3681c15de2227e3e8e555363.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4f4f43bf37017b1d3a8ba889.webp",
              "description": "Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.",
              "descriptionMarkup": "Conjure a wave of ice in all directions, [Knockback|Knocking Back] enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt [Projectile] will cause it to originate from the Frostbolt instead of you. [Consume|Consumes] a [Cold] [ElementalInfusion|Infusion] if possible to leave a patch of [ChilledGround|Chilled Ground].",
              "explicitMods": [
                {
                  "line": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "short": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "maxLine": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "maxShort": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "q20Line": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "q20Short": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd"
                },
                {
                  "line": "Nova radius is 3.2 metres",
                  "short": "Nova radius is 3.2 metres",
                  "maxLine": "Nova radius is 3.2 metres",
                  "maxShort": "Nova radius is 3.2 metres",
                  "q20Line": "Nova radius is 3.2 metres",
                  "q20Short": "Nova radius is 3.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd"
                },
                {
                  "line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxLine": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxShort": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(100 - 157)% more Freeze Buildup",
                  "short": "(100 - 157)% more Freeze Buildup",
                  "maxLine": "(100 - 157)% more Freeze Buildup",
                  "maxShort": "(100 - 157)% more Freeze Buildup",
                  "q20Line": "(100 - 157)% more Freeze Buildup",
                  "q20Short": "(100 - 157)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "short": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "maxLine": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "maxShort": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "q20Line": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "q20Short": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                },
                {
                  "line": "Explosion and Chilled Ground radius are 4.8 metres",
                  "short": "Explosion and Chilled Ground radius are 4.8 metres",
                  "maxLine": "Explosion and Chilled Ground radius are 4.8 metres",
                  "maxShort": "Explosion and Chilled Ground radius are 4.8 metres",
                  "q20Line": "Explosion and Chilled Ground radius are 4.8 metres",
                  "q20Short": "Explosion and Chilled Ground radius are 4.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                },
                {
                  "line": "Chilled Ground duration is 8 seconds",
                  "short": "Chilled Ground duration is 8 seconds",
                  "maxLine": "Chilled Ground duration is 8 seconds",
                  "maxShort": "Chilled Ground duration is 8 seconds",
                  "q20Line": "Chilled Ground duration is 8 seconds",
                  "q20Short": "Chilled Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "short": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "maxLine": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "maxShort": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "q20Line": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "q20Short": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_vs_chilled_enemies"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cold",
                "Unleashable",
                "AreaSpell",
                "Nova",
                "Invokable",
                "UsableWhileMoving",
                "Cascadable",
                "Duration",
                "CreatesGroundEffect"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "knockback",
                  "label": "Knocking Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 41,
                    "end": 66,
                    "raw": "[Knockback|Knocking Back]",
                    "leftKey": "Knockback",
                    "label": "Knocking Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 155,
                    "end": 167,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 230,
                    "end": 248,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 251,
                    "end": 257,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 258,
                    "end": 286,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 349,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 62,
                    "raw": "[Knockback|Knocks Back]",
                    "leftKey": "Knockback",
                    "label": "Knocks Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:0",
                "baseItemId": "Metadata/Items/Gems/SkillGemIceNova",
                "activeSkillId": "ice_nova",
                "grantedEffectId": "IceNovaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressIceNova.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/IceNovaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-66",
              "name": "Arctic Armour",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Buff · HasReservation · Cold · OngoingSkill · Persistent · Damage",
              "levelRequirement": 11,
              "requirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a62035e2e9ab5b265755d050.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/49e8b4e9910da4b7d956a7ba.webp",
              "description": "While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.",
              "descriptionMarkup": "While active, conjures an icy barrier that gains stages over time. While the barrier has stages, [Melee] [Attack|Attacks] that hit you will remove a stage to cause a burst of ice that deals [Cold] [Spell] damage to the attacker.",
              "explicitMods": [
                {
                  "line": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "short": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "maxLine": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "maxShort": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "q20Line": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "q20Short": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "ggpkStatIds": [
                    "base_active_skill_buff_stack_gain_frequency_ms",
                    "maximum_number_of_arctic_armour_stationary_stacks"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_new_arctic_armour.csd"
                },
                {
                  "line": "100% more Magnitude of Chill inflicted",
                  "short": "100% more Magnitude of Chill inflicted",
                  "maxLine": "100% more Magnitude of Chill inflicted",
                  "maxShort": "100% more Magnitude of Chill inflicted",
                  "q20Line": "100% more Magnitude of Chill inflicted",
                  "q20Short": "100% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% more Freeze Buildup",
                  "short": "100% more Freeze Buildup",
                  "maxLine": "100% more Freeze Buildup",
                  "maxShort": "100% more Freeze Buildup",
                  "q20Line": "100% more Freeze Buildup",
                  "q20Short": "100% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "short": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "maxLine": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "maxShort": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "q20Line": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "q20Short": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "ggpkStatIds": [
                    "arctic_armour_minimum_added_cold_damage_per_stack",
                    "arctic_armour_maximum_added_cold_damage_per_stack"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "short": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "maxLine": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "maxShort": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "q20Line": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "q20Short": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "ggpkStatIds": [
                    "base_active_skill_buff_stack_gain_frequency_ms",
                    "maximum_number_of_arctic_armour_stationary_stacks"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_new_arctic_armour.csd"
                }
              ],
              "tags": [
                "Spell",
                "Buff",
                "HasReservation",
                "Cold",
                "OngoingSkill",
                "Persistent",
                "Damage",
                "Sustained",
                "GainsStages",
                "Cooldown",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "melee",
                  "label": "Melee",
                  "source": "Melee",
                  "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                  "url": "https://poe2db.tw/Melee",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": []
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 97,
                    "end": 104,
                    "raw": "[Melee]",
                    "leftKey": "Melee",
                    "label": "Melee",
                    "canonicalKey": "melee",
                    "resolved": true
                  },
                  {
                    "start": 105,
                    "end": 121,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 190,
                    "end": 196,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 197,
                    "end": 204,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:66",
                "baseItemId": "Metadata/Items/Gems/SkillGemArcticArmour",
                "activeSkillId": "new_new_arctic_armour",
                "grantedEffectId": "ArcticArmourPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/new_new_arctic_armour.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressArcticArmour.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ArcticArmourSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-997",
              "name": "Arctic Howl",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe8e7f1ab6290d66999e1aba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/de7c9b5ead598ce8749adc67.webp",
              "description": "Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "[Shapeshift] into a [Werewolf] and let out an icy howl that damages enemies and [Freeze|Freezes] [PrimedFreeze|Primed] enemies. If an enemy is [Frozen] or a [Frozen] enemy is [Hit], this Skill [Empowered|Empowers] your attacks with added [Cold] damage, causes [Empowered] [Slam|Slams] to create [ChilledGround|Chilled Ground], and grants your [Allies] added [Cold] damage. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 5.5 metres",
                  "short": "Warcry radius is 5.5 metres",
                  "maxLine": "Warcry radius is 5.5 metres",
                  "maxShort": "Warcry radius is 5.5 metres",
                  "q20Line": "Warcry radius is 5.5 metres",
                  "q20Short": "Warcry radius is 5.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff duration is 8 seconds",
                  "short": "Buff duration is 8 seconds",
                  "maxLine": "Buff duration is 8 seconds",
                  "maxShort": "Buff duration is 8 seconds",
                  "q20Line": "Buff duration is 8 seconds",
                  "q20Short": "Buff duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxLine": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxShort": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_buff_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxLine": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxShort": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "ggpkStatIds": [
                    "wolf_warcry_empowered_attack_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_empowered_attack_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Cannot cause Freeze Buildup",
                  "short": "Cannot cause Freeze Buildup",
                  "maxLine": "Cannot cause Freeze Buildup",
                  "maxShort": "Cannot cause Freeze Buildup",
                  "q20Line": "Cannot cause Freeze Buildup",
                  "q20Short": "Cannot cause Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Freeze enemies that are Primed for Freeze",
                  "short": "Freeze enemies that are Primed for Freeze",
                  "maxLine": "Freeze enemies that are Primed for Freeze",
                  "maxShort": "Freeze enemies that are Primed for Freeze",
                  "q20Line": "Freeze enemies that are Primed for Freeze",
                  "q20Short": "Freeze enemies that are Primed for Freeze",
                  "ggpkStatIds": [
                    "has_freeze_cull"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxLine": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxShort": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_cold_damage",
                    "secondary_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxLine": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxShort": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_freeze_buildup_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Cooldown",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "Nova",
                "SkillConsumesEnduranceChargesOnUse",
                "ConsumesCharges",
                "Buff",
                "Shapeshift",
                "Wolf"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "werewolf_form",
                  "label": "Werewolf",
                  "source": "Werewolf_Form",
                  "description": "Shapeshift into a Werewolf to draw power from the Cold light of the moon, leading your pack with rabid Attacks .\nWhile in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.",
                  "url": "https://poe2db.tw/Werewolf_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freezes",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "primedfreeze",
                  "label": "Primed",
                  "source": "PrimedFreeze",
                  "description": "Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Freeze",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "frozen",
                  "label": "Frozen",
                  "source": "Frozen",
                  "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                  "url": "https://poe2db.tw/Frozen",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowers",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  },
                  {
                    "start": 80,
                    "end": 96,
                    "raw": "[Freeze|Freezes]",
                    "leftKey": "Freeze",
                    "label": "Freezes",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 118,
                    "raw": "[PrimedFreeze|Primed]",
                    "leftKey": "PrimedFreeze",
                    "label": "Primed",
                    "canonicalKey": "primedfreeze",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 151,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 157,
                    "end": 165,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 175,
                    "end": 180,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 193,
                    "end": 213,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 238,
                    "end": 244,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 260,
                    "end": 271,
                    "raw": "[Empowered]",
                    "leftKey": "Empowered",
                    "label": "Empowered",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 272,
                    "end": 284,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 295,
                    "end": 325,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 343,
                    "end": 351,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 358,
                    "end": 364,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 427,
                    "end": 453,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:997",
                "baseItemId": "Metadata/Items/Gem/SkillGemWolfArcticHowl",
                "activeSkillId": "arctic_howl",
                "grantedEffectId": "WolfArcticHowlPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidTundraHunter.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidTundraHunterSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1169",
              "name": "Bitter Dead",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/00c03e09e495c1a715f4854f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6c49b73307758448c9713954.webp",
              "description": "Spend Ward and target an area, transforming Corpses into bitter cores that seek out enemies and Chill enemies near them. The cores explode at the end of their duration, creating runes which deal additional Cold damage over time.",
              "descriptionMarkup": "Spend [Ward] and target an area, transforming [Corpse|Corpses] into bitter cores that seek out enemies and [Chill] enemies near them. The cores explode at the end of their duration, creating runes which deal additional [Cold] damage over time.",
              "explicitMods": [
                {
                  "line": "Transformation radius is 3.5 metres",
                  "short": "Transformation radius is 3.5 metres",
                  "maxLine": "Transformation radius is 3.5 metres",
                  "maxShort": "Transformation radius is 3.5 metres",
                  "q20Line": "Transformation radius is 3.5 metres",
                  "q20Short": "Transformation radius is 3.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_0.csd"
                },
                {
                  "line": "Transforms up to (1 - 7) Corpses",
                  "short": "Transforms up to (1 - 7) Corpses",
                  "maxLine": "Transforms up to (1 - 7) Corpses",
                  "maxShort": "Transforms up to (1 - 7) Corpses",
                  "q20Line": "Transforms up to (1 - 7) Corpses",
                  "q20Short": "Transforms up to (1 - 7) Corpses",
                  "ggpkStatIds": [
                    "volatile_dead_base_number_of_corpses_to_consume"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_0.csd"
                },
                {
                  "line": "Core duration is 5 seconds",
                  "short": "Core duration is 5 seconds",
                  "maxLine": "Core duration is 5 seconds",
                  "maxShort": "Core duration is 5 seconds",
                  "q20Line": "Core duration is 5 seconds",
                  "q20Short": "Core duration is 5 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_0.csd"
                },
                {
                  "line": "Deals (9 - 319) to (14 - 478) Cold Damage",
                  "short": "Deals (9 - 319) to (14 - 478) Cold Damage",
                  "maxLine": "Deals (9 - 319) to (14 - 478) Cold Damage",
                  "maxShort": "Deals (9 - 319) to (14 - 478) Cold Damage",
                  "q20Line": "Deals (9 - 319) to (14 - 478) Cold Damage",
                  "q20Short": "Deals (9 - 319) to (14 - 478) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_1.csd"
                },
                {
                  "line": "Explosion radius is 2 metres",
                  "short": "Explosion radius is 2 metres",
                  "maxLine": "Explosion radius is 2 metres",
                  "maxShort": "Explosion radius is 2 metres",
                  "q20Line": "Explosion radius is 2 metres",
                  "q20Short": "Explosion radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_1.csd"
                },
                {
                  "line": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "short": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "maxLine": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "maxShort": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "q20Line": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "q20Short": "Deals (26 - 888) to (39 - 1332) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_2.csd"
                },
                {
                  "line": "Chills enemies within 1.5 metre radius",
                  "short": "Chills enemies within 1.5 metre radius",
                  "maxLine": "Chills enemies within 1.5 metre radius",
                  "maxShort": "Chills enemies within 1.5 metre radius",
                  "q20Line": "Chills enemies within 1.5 metre radius",
                  "q20Short": "Chills enemies within 1.5 metre radius",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_2.csd"
                },
                {
                  "line": "Deals (6.5 - 221.4) Cold damage per second",
                  "short": "Deals (6.5 - 221.4) Cold damage per second",
                  "maxLine": "Deals (6.5 - 221.4) Cold damage per second",
                  "maxShort": "Deals (6.5 - 221.4) Cold damage per second",
                  "q20Line": "Deals (6.5 - 221.4) Cold damage per second",
                  "q20Short": "Deals (6.5 - 221.4) Cold damage per second",
                  "ggpkStatIds": [
                    "base_cold_damage_to_deal_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_3.csd"
                },
                {
                  "line": "Rune radius is 1.5 metres",
                  "short": "Rune radius is 1.5 metres",
                  "maxLine": "Rune radius is 1.5 metres",
                  "maxShort": "Rune radius is 1.5 metres",
                  "q20Line": "Rune radius is 1.5 metres",
                  "q20Short": "Rune radius is 1.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_3.csd"
                },
                {
                  "line": "Rune duration is 10 seconds",
                  "short": "Rune duration is 10 seconds",
                  "maxLine": "Rune duration is 10 seconds",
                  "maxShort": "Rune duration is 10 seconds",
                  "q20Line": "Rune duration is 10 seconds",
                  "q20Short": "Rune duration is 10 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_3.csd"
                },
                {
                  "line": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "short": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "maxLine": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "maxShort": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "q20Line": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "q20Short": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "ggpkStatIds": [
                    "spell_damage_modifiers_apply_to_skill_dot"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Transforms +(0 - 1) Corpse",
                  "short": "Transforms +(0 - 1) Corpse",
                  "maxLine": "Transforms +(0 - 1) Corpse",
                  "maxShort": "Transforms +(0 - 1) Corpse",
                  "q20Line": "Transforms +(0 - 1) Corpse",
                  "q20Short": "Transforms +(0 - 1) Corpse",
                  "ggpkStatIds": [
                    "volatile_dead_base_number_of_corpses_to_consume"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_0.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cold",
                "Cascadable",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving",
                "TargetsDestructibleCorpses"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ward",
                  "label": "Ward",
                  "source": "Ward",
                  "description": "Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.\nRunic Ward constantly regenerates at a default rate of 5% per second.\nMonsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .",
                  "url": "https://poe2db.tw/us/Runic_Ward",
                  "related": [
                    {
                      "key": "cullingstrike",
                      "label": "CullingStrike",
                      "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                      "url": "https://poe2db.tw/us/Culling_Strike",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "corpse",
                  "label": "Corpses",
                  "source": "Corpse",
                  "description": "Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.",
                  "url": "https://poe2db.tw/us/Corpses",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "chill",
                  "label": "Chill",
                  "source": "Chill",
                  "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                  "url": "https://poe2db.tw/Chill",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 6,
                    "end": 12,
                    "raw": "[Ward]",
                    "leftKey": "Ward",
                    "label": "Ward",
                    "canonicalKey": "ward",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 62,
                    "raw": "[Corpse|Corpses]",
                    "leftKey": "Corpse",
                    "label": "Corpses",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 107,
                    "end": 114,
                    "raw": "[Chill]",
                    "leftKey": "Chill",
                    "label": "Chill",
                    "canonicalKey": "chill",
                    "resolved": true
                  },
                  {
                    "start": 219,
                    "end": 225,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 26,
                    "raw": "[Corpse|Corpses]",
                    "leftKey": "Corpse",
                    "label": "Corpses",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 71,
                    "end": 78,
                    "raw": "[Chill]",
                    "leftKey": "Chill",
                    "label": "Chill",
                    "canonicalKey": "chill",
                    "resolved": true
                  },
                  {
                    "start": 139,
                    "end": 145,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1169",
                "baseItemId": "Metadata/Items/Gems/SkillGemBitterDead",
                "activeSkillId": "bitter_dead",
                "grantedEffectId": "BitterDeadPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_2.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bitter_dead/statset_3.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ExpeditionBitterDead.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ExpeditionBitterDeadGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-205",
              "name": "Escape Shot",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Cold · Area · ProjectileSpeed · ProjectileNumber · ProjectilesNumberModifiersNotApplied",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8fa1d81ba948382d82e3b8ed.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/73e74077e158be646773aef1.webp",
              "description": "Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.",
              "descriptionMarkup": "Leap backwards, firing an icy arrow which can [Chill] or [Freeze] enemies around the location from which you escaped. This arrow will create [IceFragment|Ice Fragments] on impact.",
              "explicitMods": [
                {
                  "line": "Impact radius is 2.4 metres",
                  "short": "Impact radius is 2.4 metres",
                  "maxLine": "Impact radius is 2.4 metres",
                  "maxShort": "Impact radius is 2.4 metres",
                  "q20Line": "Impact radius is 2.4 metres",
                  "q20Short": "Impact radius is 2.4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/escape_shot.csd"
                },
                {
                  "line": "(300 - 585)% more Magnitude of Chill inflicted",
                  "short": "(300 - 585)% more Magnitude of Chill inflicted",
                  "maxLine": "(300 - 585)% more Magnitude of Chill inflicted",
                  "maxShort": "(300 - 585)% more Magnitude of Chill inflicted",
                  "q20Line": "(300 - 585)% more Magnitude of Chill inflicted",
                  "q20Short": "(300 - 585)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(300 - 585)% more Freeze Buildup",
                  "short": "(300 - 585)% more Freeze Buildup",
                  "maxLine": "(300 - 585)% more Freeze Buildup",
                  "maxShort": "(300 - 585)% more Freeze Buildup",
                  "q20Line": "(300 - 585)% more Freeze Buildup",
                  "q20Short": "(300 - 585)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Cold damage",
                  "short": "Converts 80% of Physical damage to Cold damage",
                  "maxLine": "Converts 80% of Physical damage to Cold damage",
                  "maxShort": "Converts 80% of Physical damage to Cold damage",
                  "q20Line": "Converts 80% of Physical damage to Cold damage",
                  "q20Short": "Converts 80% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+0.7 seconds to Total Attack Time",
                  "short": "+0.7 seconds to Total Attack Time",
                  "maxLine": "+0.7 seconds to Total Attack Time",
                  "maxShort": "+0.7 seconds to Total Attack Time",
                  "q20Line": "+0.7 seconds to Total Attack Time",
                  "q20Short": "+0.7 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 2 metres",
                  "short": "Explosion radius is 2 metres",
                  "maxLine": "Explosion radius is 2 metres",
                  "maxShort": "Explosion radius is 2 metres",
                  "q20Line": "Explosion radius is 2 metres",
                  "q20Short": "Explosion radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_fragments.csd"
                },
                {
                  "line": "Fires (7 - 11) Projectiles",
                  "short": "Fires (7 - 11) Projectiles",
                  "maxLine": "Fires (7 - 11) Projectiles",
                  "maxShort": "Fires (7 - 11) Projectiles",
                  "q20Line": "Fires (7 - 11) Projectiles",
                  "q20Short": "Fires (7 - 11) Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Cold damage",
                  "short": "Converts 100% of Physical damage to Cold damage",
                  "maxLine": "Converts 100% of Physical damage to Cold damage",
                  "maxShort": "Converts 100% of Physical damage to Cold damage",
                  "q20Line": "Converts 100% of Physical damage to Cold damage",
                  "q20Short": "Converts 100% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "80% more Projectile Speed",
                  "short": "80% more Projectile Speed",
                  "maxLine": "80% more Projectile Speed",
                  "maxShort": "80% more Projectile Speed",
                  "q20Line": "80% more Projectile Speed",
                  "q20Short": "80% more Projectile Speed",
                  "ggpkStatIds": [
                    "active_skill_projectile_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 2.5 seconds",
                  "short": "Detonation Time is 2.5 seconds",
                  "maxLine": "Detonation Time is 2.5 seconds",
                  "maxShort": "Detonation Time is 2.5 seconds",
                  "q20Line": "Detonation Time is 2.5 seconds",
                  "q20Short": "Detonation Time is 2.5 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 120)% more Freeze Buildup",
                  "short": "(0 - 120)% more Freeze Buildup",
                  "maxLine": "(0 - 120)% more Freeze Buildup",
                  "maxShort": "(0 - 120)% more Freeze Buildup",
                  "q20Line": "(0 - 120)% more Freeze Buildup",
                  "q20Short": "(0 - 120)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Cold",
                "Area",
                "ProjectileSpeed",
                "ProjectileNumber",
                "ProjectilesNumberModifiersNotApplied",
                "Jumping",
                "ProjectileNoCollision",
                "Bow",
                "GroundTargetedProjectile",
                "CanCancelActions",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "chill",
                  "label": "Chill",
                  "source": "Chill",
                  "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                  "url": "https://poe2db.tw/Chill",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "icefragment",
                  "label": "Ice Fragments",
                  "source": "IceFragment",
                  "description": "Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.\nSome skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.",
                  "url": "https://poe2db.tw/us/Ice_Fragments",
                  "related": [
                    {
                      "key": "detonationtime",
                      "label": "DetonationTime",
                      "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                      "url": "https://poe2db.tw/us/Detonation_Time",
                      "related": [
                        {
                          "key": "detonator_skills",
                          "label": "Detonator_Skills",
                          "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                          "url": "https://poe2db.tw/Detonator_Skills",
                          "related": [
                            {
                              "key": "oil",
                              "label": "Oil",
                              "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                              "url": "https://poe2db.tw/us/Covered_in_Oil",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 46,
                    "end": 53,
                    "raw": "[Chill]",
                    "leftKey": "Chill",
                    "label": "Chill",
                    "canonicalKey": "chill",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 65,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 141,
                    "end": 168,
                    "raw": "[IceFragment|Ice Fragments]",
                    "leftKey": "IceFragment",
                    "label": "Ice Fragments",
                    "canonicalKey": "icefragment",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:205",
                "baseItemId": "Metadata/Items/Gems/SkillGemEscapeShot",
                "activeSkillId": "escape_shot",
                "grantedEffectId": "EscapeShotPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/escape_shot.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerFrostEscapeShot.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostEscapeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-956",
              "name": "Fangs of Frost",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Area · Spear · Cold · SkillConsumesParried",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/631bd2e8b6bf6f48307b1139.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0597303292caa6085cda65c9.webp",
              "description": "Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.",
              "descriptionMarkup": "Perform an icy stab that exploits enemies who are already off balance. Hitting a [ParriedDebuff|Parried] target [Consume|Consumes] the [Debuff] to cause an explosion of frost and leave [ChilledGround|Chilled Ground].",
              "explicitMods": [
                {
                  "line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxLine": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxShort": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+0.4 metres to Melee Strike Range",
                  "short": "+0.4 metres to Melee Strike Range",
                  "maxLine": "+0.4 metres to Melee Strike Range",
                  "maxShort": "+0.4 metres to Melee Strike Range",
                  "q20Line": "+0.4 metres to Melee Strike Range",
                  "q20Short": "+0.4 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(100 - 157)% more Freeze Buildup",
                  "short": "(100 - 157)% more Freeze Buildup",
                  "maxLine": "(100 - 157)% more Freeze Buildup",
                  "maxShort": "(100 - 157)% more Freeze Buildup",
                  "q20Line": "(100 - 157)% more Freeze Buildup",
                  "q20Short": "(100 - 157)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Cold damage",
                  "short": "Converts 80% of Physical damage to Cold damage",
                  "maxLine": "Converts 80% of Physical damage to Cold damage",
                  "maxShort": "Converts 80% of Physical damage to Cold damage",
                  "q20Line": "Converts 80% of Physical damage to Cold damage",
                  "q20Short": "Converts 80% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion and Chilled Ground radius are 2.2 metres",
                  "short": "Explosion and Chilled Ground radius are 2.2 metres",
                  "maxLine": "Explosion and Chilled Ground radius are 2.2 metres",
                  "maxShort": "Explosion and Chilled Ground radius are 2.2 metres",
                  "q20Line": "Explosion and Chilled Ground radius are 2.2 metres",
                  "q20Short": "Explosion and Chilled Ground radius are 2.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fangs_of_frost.csd"
                },
                {
                  "line": "(200 - 314)% more Magnitude of Chill inflicted",
                  "short": "(200 - 314)% more Magnitude of Chill inflicted",
                  "maxLine": "(200 - 314)% more Magnitude of Chill inflicted",
                  "maxShort": "(200 - 314)% more Magnitude of Chill inflicted",
                  "q20Line": "(200 - 314)% more Magnitude of Chill inflicted",
                  "q20Short": "(200 - 314)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(200 - 314)% more Freeze Buildup",
                  "short": "(200 - 314)% more Freeze Buildup",
                  "maxLine": "(200 - 314)% more Freeze Buildup",
                  "maxShort": "(200 - 314)% more Freeze Buildup",
                  "q20Line": "(200 - 314)% more Freeze Buildup",
                  "q20Short": "(200 - 314)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Cold damage",
                  "short": "Converts 100% of Physical damage to Cold damage",
                  "maxLine": "Converts 100% of Physical damage to Cold damage",
                  "maxShort": "Converts 100% of Physical damage to Cold damage",
                  "q20Line": "Converts 100% of Physical damage to Cold damage",
                  "q20Short": "Converts 100% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% chance to not consume Parried Debuff",
                  "short": "(0 - 15)% chance to not consume Parried Debuff",
                  "maxLine": "(0 - 15)% chance to not consume Parried Debuff",
                  "maxShort": "(0 - 15)% chance to not consume Parried Debuff",
                  "q20Line": "(0 - 15)% chance to not consume Parried Debuff",
                  "q20Short": "(0 - 15)% chance to not consume Parried Debuff",
                  "ggpkStatIds": [
                    "chance_to_not_consume_parried_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Area",
                "Spear",
                "Cold",
                "SkillConsumesParried",
                "CreatesGroundEffect",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "parrieddebuff",
                  "label": "Parried",
                  "source": "ParriedDebuff",
                  "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                  "url": "https://poe2db.tw/us/Parried",
                  "related": [
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "debuff",
                  "label": "Debuff",
                  "source": "Debuff",
                  "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                  "url": "https://poe2db.tw/us/Debuffs",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 81,
                    "end": 104,
                    "raw": "[ParriedDebuff|Parried]",
                    "leftKey": "ParriedDebuff",
                    "label": "Parried",
                    "canonicalKey": "parrieddebuff",
                    "resolved": true
                  },
                  {
                    "start": 112,
                    "end": 130,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 135,
                    "end": 143,
                    "raw": "[Debuff]",
                    "leftKey": "Debuff",
                    "label": "Debuff",
                    "canonicalKey": "debuff",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 215,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 65,
                    "raw": "[ParriedDebuff|Parried]",
                    "leftKey": "ParriedDebuff",
                    "label": "Parried",
                    "canonicalKey": "parrieddebuff",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:956",
                "baseItemId": "Metadata/Items/Gem/SkillGemFangsOfFrost",
                "activeSkillId": "fangs_of_frost",
                "grantedEffectId": "FangsOfFrostPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/fangs_of_frost.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/FangsofFrostSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FangsofFrostSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-716",
              "name": "Freezing Salvo",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Damage · Area · Cold · Projectile · ProjectilesFromUser · Attack · RangedAttack",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/75cd56c1a1e1fd23d8f8d6c1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0422e79c09c00e576ebf1d37.webp",
              "description": "Passively gains Seals over time. Using the skill fires a projectile, and breaks the Seals, Repeating for each of them, and for each additional projectile the skill is given. For each time it Repeats normally, it will also Repeat an additional time targeting a different Ice Fragment in its area of effect if able, Detonating those Ice Fragments immediately.",
              "descriptionMarkup": "Passively gains [Seal|Seals] over time. Using the skill fires a projectile, and breaks the [Seal|Seals], [Repeat|Repeating] for each of them, and for each additional projectile the skill is given. For each time it [Repeat|Repeats] normally, it will also [Repeat] an additional time targeting a different [IceFragment|Ice Fragment] in its area of effect if able, [DetonationTime|Detonating] those [IceFragment|Ice Fragments] immediately.",
              "explicitMods": [
                {
                  "line": "Impact radius is 1.2 metres",
                  "short": "Impact radius is 1.2 metres",
                  "maxLine": "Impact radius is 1.2 metres",
                  "maxShort": "Impact radius is 1.2 metres",
                  "q20Line": "Impact radius is 1.2 metres",
                  "q20Short": "Impact radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/freezing_salvo.csd"
                },
                {
                  "line": "(30 - 68)% more Magnitude of Chill inflicted",
                  "short": "(30 - 68)% more Magnitude of Chill inflicted",
                  "maxLine": "(30 - 68)% more Magnitude of Chill inflicted",
                  "maxShort": "(30 - 68)% more Magnitude of Chill inflicted",
                  "q20Line": "(30 - 68)% more Magnitude of Chill inflicted",
                  "q20Short": "(30 - 68)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(30 - 68)% more Freeze Buildup",
                  "short": "(30 - 68)% more Freeze Buildup",
                  "maxLine": "(30 - 68)% more Freeze Buildup",
                  "maxShort": "(30 - 68)% more Freeze Buildup",
                  "q20Line": "(30 - 68)% more Freeze Buildup",
                  "q20Short": "(30 - 68)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maximum 10 Seals",
                  "short": "Maximum 10 Seals",
                  "maxLine": "Maximum 10 Seals",
                  "maxShort": "Maximum 10 Seals",
                  "q20Line": "Maximum 10 Seals",
                  "q20Short": "Maximum 10 Seals",
                  "ggpkStatIds": [
                    "base_maximum_seals_for_skill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains a Seal every 0.75 seconds",
                  "short": "Gains a Seal every 0.75 seconds",
                  "maxLine": "Gains a Seal every 0.75 seconds",
                  "maxShort": "Gains a Seal every 0.75 seconds",
                  "q20Line": "Gains a Seal every 0.75 seconds",
                  "q20Short": "Gains a Seal every 0.75 seconds",
                  "ggpkStatIds": [
                    "base_skill_seal_gain_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Cold damage",
                  "short": "Converts 80% of Physical damage to Cold damage",
                  "maxLine": "Converts 80% of Physical damage to Cold damage",
                  "maxShort": "Converts 80% of Physical damage to Cold damage",
                  "q20Line": "Converts 80% of Physical damage to Cold damage",
                  "q20Short": "Converts 80% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Modifiers to number of Projectiles instead apply to the number of times this skill Repeats",
                  "short": "Modifiers to number of Projectiles instead apply to the number of times this skill Repeats",
                  "maxLine": "Modifiers to number of Projectiles instead apply to the number of times this skill Repeats",
                  "maxShort": "Modifiers to number of Projectiles instead apply to the number of times this skill Repeats",
                  "q20Line": "Modifiers to number of Projectiles instead apply to the number of times this skill Repeats",
                  "q20Short": "Modifiers to number of Projectiles instead apply to the number of times this skill Repeats",
                  "ggpkStatIds": [
                    "base_modifiers_to_number_of_projectiles_instead_apply_to_repeats"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Skills Repeat 1 time per Seal broken",
                  "short": "Supported Skills Repeat 1 time per Seal broken",
                  "maxLine": "Supported Skills Repeat 1 time per Seal broken",
                  "maxShort": "Supported Skills Repeat 1 time per Seal broken",
                  "q20Line": "Supported Skills Repeat 1 time per Seal broken",
                  "q20Short": "Supported Skills Repeat 1 time per Seal broken",
                  "ggpkStatIds": [
                    "skill_rapid_fire_repeats_per_broken_seal"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 40)% more Freeze Buildup",
                  "short": "(0 - 40)% more Freeze Buildup",
                  "maxLine": "(0 - 40)% more Freeze Buildup",
                  "maxShort": "(0 - 40)% more Freeze Buildup",
                  "q20Line": "(0 - 40)% more Freeze Buildup",
                  "q20Short": "(0 - 40)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Damage",
                "Area",
                "Cold",
                "Projectile",
                "ProjectilesFromUser",
                "Attack",
                "RangedAttack",
                "CannotChain",
                "ProjectileNoCollision",
                "Bow",
                "HasSeals",
                "GroundTargetedProjectile",
                "UsableWhileMoving",
                "MirageArcherCanUse",
                "Barrageable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "seal",
                  "label": "Seals",
                  "source": "Seal",
                  "description": "Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.\nWhen you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.",
                  "url": "https://poe2db.tw/us/Seals_and_Sealed_Skills",
                  "related": []
                },
                {
                  "key": "repeat",
                  "label": "Repeating",
                  "source": "Repeat",
                  "description": "Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.\nTriggered skills, Instant skills, and Channelling skills cannot Repeat.\nSkills take 5% longer to perform for each time they Repeat.",
                  "url": "https://poe2db.tw/us/Repeating_Skills",
                  "related": [
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "icefragment",
                  "label": "Ice Fragment",
                  "source": "IceFragment",
                  "description": "Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.\nSome skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.",
                  "url": "https://poe2db.tw/us/Ice_Fragments",
                  "related": [
                    {
                      "key": "detonationtime",
                      "label": "DetonationTime",
                      "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                      "url": "https://poe2db.tw/us/Detonation_Time",
                      "related": [
                        {
                          "key": "detonator_skills",
                          "label": "Detonator_Skills",
                          "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                          "url": "https://poe2db.tw/Detonator_Skills",
                          "related": [
                            {
                              "key": "oil",
                              "label": "Oil",
                              "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                              "url": "https://poe2db.tw/us/Covered_in_Oil",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "detonation_time",
                  "label": "Detonating",
                  "source": "Detonation_Time",
                  "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                  "url": "https://poe2db.tw/Detonation_Time",
                  "related": [
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 28,
                    "raw": "[Seal|Seals]",
                    "leftKey": "Seal",
                    "label": "Seals",
                    "canonicalKey": "seal",
                    "resolved": true
                  },
                  {
                    "start": 91,
                    "end": 103,
                    "raw": "[Seal|Seals]",
                    "leftKey": "Seal",
                    "label": "Seals",
                    "canonicalKey": "seal",
                    "resolved": true
                  },
                  {
                    "start": 105,
                    "end": 123,
                    "raw": "[Repeat|Repeating]",
                    "leftKey": "Repeat",
                    "label": "Repeating",
                    "canonicalKey": "repeat",
                    "resolved": true
                  },
                  {
                    "start": 214,
                    "end": 230,
                    "raw": "[Repeat|Repeats]",
                    "leftKey": "Repeat",
                    "label": "Repeats",
                    "canonicalKey": "repeat",
                    "resolved": true
                  },
                  {
                    "start": 254,
                    "end": 262,
                    "raw": "[Repeat]",
                    "leftKey": "Repeat",
                    "label": "Repeat",
                    "canonicalKey": "repeat",
                    "resolved": true
                  },
                  {
                    "start": 304,
                    "end": 330,
                    "raw": "[IceFragment|Ice Fragment]",
                    "leftKey": "IceFragment",
                    "label": "Ice Fragment",
                    "canonicalKey": "icefragment",
                    "resolved": true
                  },
                  {
                    "start": 362,
                    "end": 389,
                    "raw": "[DetonationTime|Detonating]",
                    "leftKey": "DetonationTime",
                    "label": "Detonating",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 396,
                    "end": 423,
                    "raw": "[IceFragment|Ice Fragments]",
                    "leftKey": "IceFragment",
                    "label": "Ice Fragments",
                    "canonicalKey": "icefragment",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:716",
                "baseItemId": "Metadata/Items/Gem/SkillGemFreezingSalvo",
                "activeSkillId": "freezing_salvo",
                "grantedEffectId": "FreezingSalvoPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/freezing_salvo.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerFreezingSalvoSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerFreezingSalvoSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Slowed.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 29,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Chill",
              "Chilled"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/buffchilled-778d4148f135ad24.webp",
            "definitionRow": 1,
            "visualRow": 3,
            "visualId": "chilled",
            "ggpkPath": "Art/2DArt/BuffIcons/buffchilled.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "974096272cc7c1e4921840b13bdaa0bd85c8c9e72101129b3b49a9a967346501"
          }
        },
        {
          "id": "frozen",
          "title": "Frozen",
          "description": "Cannot move or take actions",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2,
            "id": "frozen",
            "rawName": "Frozen",
            "rawDescription": "Cannot move or take actions",
            "statIds": [
              "num_freezes",
              "base_monster_will_be_deleted_on_death"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-40",
              "name": "Frost Wall",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e258cc0d3a8de174ccca93a1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/14a6922e7afc6b5dbb15da8c.webp",
              "description": "Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.",
              "descriptionMarkup": "Create a wall of [IceCrystals|Ice Crystals] which holds back enemies. The [IceCrystals|Crystals] explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a [Lightning] [ElementalInfusion|Infusion] if possible to add another [Lightning] explosion if destroyed.",
              "explicitMods": [
                {
                  "line": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "short": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "maxLine": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "maxShort": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "q20Line": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "q20Short": "Deals (7 - 187) to (11 - 280) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Explosion radius is 2 metres",
                  "short": "Explosion radius is 2 metres",
                  "maxLine": "Explosion radius is 2 metres",
                  "maxShort": "Explosion radius is 2 metres",
                  "q20Line": "Explosion radius is 2 metres",
                  "q20Short": "Explosion radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Ice Crystal duration is 8 seconds",
                  "short": "Ice Crystal duration is 8 seconds",
                  "maxLine": "Ice Crystal duration is 8 seconds",
                  "maxShort": "Ice Crystal duration is 8 seconds",
                  "q20Line": "Ice Crystal duration is 8 seconds",
                  "q20Short": "Ice Crystal duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Ice Crystals have (36 - 12714) maximum Life",
                  "short": "Ice Crystals have (36 - 12714) maximum Life",
                  "maxLine": "Ice Crystals have (36 - 12714) maximum Life",
                  "maxShort": "Ice Crystals have (36 - 12714) maximum Life",
                  "q20Line": "Ice Crystals have (36 - 12714) maximum Life",
                  "q20Short": "Ice Crystals have (36 - 12714) maximum Life",
                  "ggpkStatIds": [
                    "frost_wall_maximum_life",
                    "frozen_locus_crystal_display_stat"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "Wall is (2.8 - 5.6) metres long",
                  "short": "Wall is (2.8 - 5.6) metres long",
                  "maxLine": "Wall is (2.8 - 5.6) metres long",
                  "maxShort": "Wall is (2.8 - 5.6) metres long",
                  "q20Line": "Wall is (2.8 - 5.6) metres long",
                  "q20Short": "Wall is (2.8 - 5.6) metres long",
                  "ggpkStatIds": [
                    "wall_maximum_length"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd"
                },
                {
                  "line": "50% more Magnitude of Chill inflicted",
                  "short": "50% more Magnitude of Chill inflicted",
                  "maxLine": "50% more Magnitude of Chill inflicted",
                  "maxShort": "50% more Magnitude of Chill inflicted",
                  "q20Line": "50% more Magnitude of Chill inflicted",
                  "q20Short": "50% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "50% more Freeze Buildup",
                  "short": "50% more Freeze Buildup",
                  "maxLine": "50% more Freeze Buildup",
                  "maxShort": "50% more Freeze Buildup",
                  "q20Line": "50% more Freeze Buildup",
                  "q20Short": "50% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "0% more area of effect if Shattered",
                  "short": "0% more area of effect if Shattered",
                  "maxLine": "0% more area of effect if Shattered",
                  "maxShort": "0% more area of effect if Shattered",
                  "q20Line": "0% more area of effect if Shattered",
                  "q20Short": "0% more area of effect if Shattered",
                  "ggpkStatIds": [
                    "ice_crystal_shatter_detonation_area_of_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "0% more damage if Shattered",
                  "short": "0% more damage if Shattered",
                  "maxLine": "0% more damage if Shattered",
                  "maxShort": "0% more damage if Shattered",
                  "q20Line": "0% more damage if Shattered",
                  "q20Short": "0% more damage if Shattered",
                  "ggpkStatIds": [
                    "ice_crystal_shatter_detonation_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxLine": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxShort": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "ggpkStatIds": [
                    "ice_crystals_damage_+%_final_for_first_500_ms_when_not_killed_by_self"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "short": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "maxLine": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "maxShort": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "q20Line": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "q20Short": "Deals (1 - 23) to (17 - 444) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_1.csd"
                },
                {
                  "line": "Explosion radius is 2.8 metres",
                  "short": "Explosion radius is 2.8 metres",
                  "maxLine": "Explosion radius is 2.8 metres",
                  "maxShort": "Explosion radius is 2.8 metres",
                  "q20Line": "Explosion radius is 2.8 metres",
                  "q20Short": "Explosion radius is 2.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cold",
                "Cascadable",
                "Cooldown",
                "Invokable",
                "Area",
                "Wall",
                "UsableWhileMoving",
                "IceCrystal",
                "ToggleSpawnedObjectTargetable_DefaultOff"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ice_crystals",
                  "label": "Ice Crystals",
                  "source": "Ice_Crystals",
                  "description": "Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.\nSkills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.",
                  "url": "https://poe2db.tw/Ice_Crystals",
                  "related": [
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 17,
                    "end": 43,
                    "raw": "[IceCrystals|Ice Crystals]",
                    "leftKey": "IceCrystals",
                    "label": "Ice Crystals",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 96,
                    "raw": "[IceCrystals|Crystals]",
                    "leftKey": "IceCrystals",
                    "label": "Crystals",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 203,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 204,
                    "end": 232,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 260,
                    "end": 271,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 17,
                    "end": 43,
                    "raw": "[IceCrystals|Ice Crystals]",
                    "leftKey": "IceCrystals",
                    "label": "Ice Crystals",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 83,
                    "raw": "[ElementalInfusion|Infused]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infused",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 100,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:40",
                "baseItemId": "Metadata/Items/Gems/SkillGemFrostWall",
                "activeSkillId": "frost_wall_new",
                "grantedEffectId": "FrostWallPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_wall_new/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressFrostWall.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostWallSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-0",
              "name": "Ice Nova",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3681c15de2227e3e8e555363.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4f4f43bf37017b1d3a8ba889.webp",
              "description": "Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.",
              "descriptionMarkup": "Conjure a wave of ice in all directions, [Knockback|Knocking Back] enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt [Projectile] will cause it to originate from the Frostbolt instead of you. [Consume|Consumes] a [Cold] [ElementalInfusion|Infusion] if possible to leave a patch of [ChilledGround|Chilled Ground].",
              "explicitMods": [
                {
                  "line": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "short": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "maxLine": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "maxShort": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "q20Line": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "q20Short": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd"
                },
                {
                  "line": "Nova radius is 3.2 metres",
                  "short": "Nova radius is 3.2 metres",
                  "maxLine": "Nova radius is 3.2 metres",
                  "maxShort": "Nova radius is 3.2 metres",
                  "q20Line": "Nova radius is 3.2 metres",
                  "q20Short": "Nova radius is 3.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd"
                },
                {
                  "line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxLine": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxShort": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(100 - 157)% more Freeze Buildup",
                  "short": "(100 - 157)% more Freeze Buildup",
                  "maxLine": "(100 - 157)% more Freeze Buildup",
                  "maxShort": "(100 - 157)% more Freeze Buildup",
                  "q20Line": "(100 - 157)% more Freeze Buildup",
                  "q20Short": "(100 - 157)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "short": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "maxLine": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "maxShort": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "q20Line": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "q20Short": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                },
                {
                  "line": "Explosion and Chilled Ground radius are 4.8 metres",
                  "short": "Explosion and Chilled Ground radius are 4.8 metres",
                  "maxLine": "Explosion and Chilled Ground radius are 4.8 metres",
                  "maxShort": "Explosion and Chilled Ground radius are 4.8 metres",
                  "q20Line": "Explosion and Chilled Ground radius are 4.8 metres",
                  "q20Short": "Explosion and Chilled Ground radius are 4.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                },
                {
                  "line": "Chilled Ground duration is 8 seconds",
                  "short": "Chilled Ground duration is 8 seconds",
                  "maxLine": "Chilled Ground duration is 8 seconds",
                  "maxShort": "Chilled Ground duration is 8 seconds",
                  "q20Line": "Chilled Ground duration is 8 seconds",
                  "q20Short": "Chilled Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "short": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "maxLine": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "maxShort": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "q20Line": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "q20Short": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_vs_chilled_enemies"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cold",
                "Unleashable",
                "AreaSpell",
                "Nova",
                "Invokable",
                "UsableWhileMoving",
                "Cascadable",
                "Duration",
                "CreatesGroundEffect"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "knockback",
                  "label": "Knocking Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 41,
                    "end": 66,
                    "raw": "[Knockback|Knocking Back]",
                    "leftKey": "Knockback",
                    "label": "Knocking Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 155,
                    "end": 167,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 230,
                    "end": 248,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 251,
                    "end": 257,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 258,
                    "end": 286,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 349,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 62,
                    "raw": "[Knockback|Knocks Back]",
                    "leftKey": "Knockback",
                    "label": "Knocks Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:0",
                "baseItemId": "Metadata/Items/Gems/SkillGemIceNova",
                "activeSkillId": "ice_nova",
                "grantedEffectId": "IceNovaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressIceNova.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/IceNovaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-66",
              "name": "Arctic Armour",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Buff · HasReservation · Cold · OngoingSkill · Persistent · Damage",
              "levelRequirement": 11,
              "requirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a62035e2e9ab5b265755d050.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/49e8b4e9910da4b7d956a7ba.webp",
              "description": "While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.",
              "descriptionMarkup": "While active, conjures an icy barrier that gains stages over time. While the barrier has stages, [Melee] [Attack|Attacks] that hit you will remove a stage to cause a burst of ice that deals [Cold] [Spell] damage to the attacker.",
              "explicitMods": [
                {
                  "line": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "short": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "maxLine": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "maxShort": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "q20Line": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "q20Short": "Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages",
                  "ggpkStatIds": [
                    "base_active_skill_buff_stack_gain_frequency_ms",
                    "maximum_number_of_arctic_armour_stationary_stacks"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_new_arctic_armour.csd"
                },
                {
                  "line": "100% more Magnitude of Chill inflicted",
                  "short": "100% more Magnitude of Chill inflicted",
                  "maxLine": "100% more Magnitude of Chill inflicted",
                  "maxShort": "100% more Magnitude of Chill inflicted",
                  "q20Line": "100% more Magnitude of Chill inflicted",
                  "q20Short": "100% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% more Freeze Buildup",
                  "short": "100% more Freeze Buildup",
                  "maxLine": "100% more Freeze Buildup",
                  "maxShort": "100% more Freeze Buildup",
                  "q20Line": "100% more Freeze Buildup",
                  "q20Short": "100% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "short": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "maxLine": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "maxShort": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "q20Line": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "q20Short": "Deals (3 - 101) to (5 - 152) Cold Damage per Stage",
                  "ggpkStatIds": [
                    "arctic_armour_minimum_added_cold_damage_per_stack",
                    "arctic_armour_maximum_added_cold_damage_per_stack"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "short": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "maxLine": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "maxShort": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "q20Line": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "q20Short": "Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) Stages",
                  "ggpkStatIds": [
                    "base_active_skill_buff_stack_gain_frequency_ms",
                    "maximum_number_of_arctic_armour_stationary_stacks"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_new_arctic_armour.csd"
                }
              ],
              "tags": [
                "Spell",
                "Buff",
                "HasReservation",
                "Cold",
                "OngoingSkill",
                "Persistent",
                "Damage",
                "Sustained",
                "GainsStages",
                "Cooldown",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "melee",
                  "label": "Melee",
                  "source": "Melee",
                  "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                  "url": "https://poe2db.tw/Melee",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": []
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 97,
                    "end": 104,
                    "raw": "[Melee]",
                    "leftKey": "Melee",
                    "label": "Melee",
                    "canonicalKey": "melee",
                    "resolved": true
                  },
                  {
                    "start": 105,
                    "end": 121,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 190,
                    "end": 196,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 197,
                    "end": 204,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:66",
                "baseItemId": "Metadata/Items/Gems/SkillGemArcticArmour",
                "activeSkillId": "new_new_arctic_armour",
                "grantedEffectId": "ArcticArmourPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/new_new_arctic_armour.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressArcticArmour.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ArcticArmourSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-997",
              "name": "Arctic Howl",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe8e7f1ab6290d66999e1aba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/de7c9b5ead598ce8749adc67.webp",
              "description": "Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "[Shapeshift] into a [Werewolf] and let out an icy howl that damages enemies and [Freeze|Freezes] [PrimedFreeze|Primed] enemies. If an enemy is [Frozen] or a [Frozen] enemy is [Hit], this Skill [Empowered|Empowers] your attacks with added [Cold] damage, causes [Empowered] [Slam|Slams] to create [ChilledGround|Chilled Ground], and grants your [Allies] added [Cold] damage. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 5.5 metres",
                  "short": "Warcry radius is 5.5 metres",
                  "maxLine": "Warcry radius is 5.5 metres",
                  "maxShort": "Warcry radius is 5.5 metres",
                  "q20Line": "Warcry radius is 5.5 metres",
                  "q20Short": "Warcry radius is 5.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff duration is 8 seconds",
                  "short": "Buff duration is 8 seconds",
                  "maxLine": "Buff duration is 8 seconds",
                  "maxShort": "Buff duration is 8 seconds",
                  "q20Line": "Buff duration is 8 seconds",
                  "q20Short": "Buff duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxLine": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxShort": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_buff_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxLine": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxShort": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "ggpkStatIds": [
                    "wolf_warcry_empowered_attack_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_empowered_attack_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Cannot cause Freeze Buildup",
                  "short": "Cannot cause Freeze Buildup",
                  "maxLine": "Cannot cause Freeze Buildup",
                  "maxShort": "Cannot cause Freeze Buildup",
                  "q20Line": "Cannot cause Freeze Buildup",
                  "q20Short": "Cannot cause Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Freeze enemies that are Primed for Freeze",
                  "short": "Freeze enemies that are Primed for Freeze",
                  "maxLine": "Freeze enemies that are Primed for Freeze",
                  "maxShort": "Freeze enemies that are Primed for Freeze",
                  "q20Line": "Freeze enemies that are Primed for Freeze",
                  "q20Short": "Freeze enemies that are Primed for Freeze",
                  "ggpkStatIds": [
                    "has_freeze_cull"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxLine": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxShort": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_cold_damage",
                    "secondary_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxLine": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxShort": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_freeze_buildup_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Cooldown",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "Nova",
                "SkillConsumesEnduranceChargesOnUse",
                "ConsumesCharges",
                "Buff",
                "Shapeshift",
                "Wolf"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "werewolf_form",
                  "label": "Werewolf",
                  "source": "Werewolf_Form",
                  "description": "Shapeshift into a Werewolf to draw power from the Cold light of the moon, leading your pack with rabid Attacks .\nWhile in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.",
                  "url": "https://poe2db.tw/Werewolf_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freezes",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "primedfreeze",
                  "label": "Primed",
                  "source": "PrimedFreeze",
                  "description": "Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Freeze",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "frozen",
                  "label": "Frozen",
                  "source": "Frozen",
                  "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                  "url": "https://poe2db.tw/Frozen",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowers",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  },
                  {
                    "start": 80,
                    "end": 96,
                    "raw": "[Freeze|Freezes]",
                    "leftKey": "Freeze",
                    "label": "Freezes",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 118,
                    "raw": "[PrimedFreeze|Primed]",
                    "leftKey": "PrimedFreeze",
                    "label": "Primed",
                    "canonicalKey": "primedfreeze",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 151,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 157,
                    "end": 165,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 175,
                    "end": 180,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 193,
                    "end": 213,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 238,
                    "end": 244,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 260,
                    "end": 271,
                    "raw": "[Empowered]",
                    "leftKey": "Empowered",
                    "label": "Empowered",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 272,
                    "end": 284,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 295,
                    "end": 325,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 343,
                    "end": 351,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 358,
                    "end": 364,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 427,
                    "end": 453,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:997",
                "baseItemId": "Metadata/Items/Gem/SkillGemWolfArcticHowl",
                "activeSkillId": "arctic_howl",
                "grantedEffectId": "WolfArcticHowlPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidTundraHunter.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidTundraHunterSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-300",
              "name": "Cast on Elemental Ailment",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/431305141c8cc2fbbe65773c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3320d39467ddaa6b90eb3175.webp",
              "description": "While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Freeze], [Shock], or [Ignite] enemies, and triggers socketed spells on reaching maximum [Energy|Energy].",
              "explicitMods": [
                {
                  "line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxLine": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxShort": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_freeze_gain_X_centienergy_per_monster_power_on_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxLine": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxShort": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "ggpkStatIds": [
                    "cast_on_ignite_gain_X_centienergy_per_monster_power_on_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxLine": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxShort": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_shock_gain_X_centienergy_per_monster_power_on_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 57)% increased Energy gained",
                  "short": "(0 - 57)% increased Energy gained",
                  "maxLine": "(0 - 57)% increased Energy gained",
                  "maxShort": "(0 - 57)% increased Energy gained",
                  "q20Line": "(0 - 57)% increased Energy gained",
                  "q20Short": "(0 - 57)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxLine": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxShort": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% increased Energy gained",
                  "short": "(0 - 15)% increased Energy gained",
                  "maxLine": "(0 - 15)% increased Energy gained",
                  "maxShort": "(0 - 15)% increased Energy gained",
                  "q20Line": "(0 - 15)% increased Energy gained",
                  "q20Short": "(0 - 15)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "Fire",
                "Cold",
                "Lightning",
                "CanHaveMultipleOngoingSkillInstances",
                "GeneratesEnergy",
                "Triggers"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 55,
                    "end": 62,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 67,
                    "end": 75,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 134,
                    "end": 149,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:300",
                "baseItemId": "Metadata/Items/Gems/SkillGemCastOnElementalAilment",
                "activeSkillId": "cast_on_elemental_ailment",
                "grantedEffectId": "MetaCastOnElementalAilmentPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/CastonFreezeShockIgnite.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/CastonFreezeShockIgniteMetaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-298",
              "name": "Cast on Freeze",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · Cold · CanHaveMultipleOngoingSkillInstances",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/bdf64f8dd83545f1c6b6a5b6.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/bd244b26c43d6f9753c20ce9.webp",
              "description": "While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Freeze] enemies and triggers socketed spells on reaching maximum [Energy|Energy].",
              "explicitMods": [
                {
                  "line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxLine": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxShort": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_freeze_gain_X_centienergy_per_monster_power_on_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 57)% increased Energy gained",
                  "short": "(0 - 57)% increased Energy gained",
                  "maxLine": "(0 - 57)% increased Energy gained",
                  "maxShort": "(0 - 57)% increased Energy gained",
                  "q20Line": "(0 - 57)% increased Energy gained",
                  "q20Short": "(0 - 57)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxLine": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxShort": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% increased Energy gained",
                  "short": "(0 - 15)% increased Energy gained",
                  "maxLine": "(0 - 15)% increased Energy gained",
                  "maxShort": "(0 - 15)% increased Energy gained",
                  "q20Line": "(0 - 15)% increased Energy gained",
                  "q20Short": "(0 - 15)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "Cold",
                "CanHaveMultipleOngoingSkillInstances",
                "GeneratesEnergy",
                "Triggers"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 111,
                    "end": 126,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:298",
                "baseItemId": "Metadata/Items/Gems/SkillGemCastOnFreeze",
                "activeSkillId": "cast_on_freeze",
                "grantedEffectId": "MetaCastOnFreezePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/CastOnFreezeSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/CastOnFreezeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-725",
              "name": "Combat Frenzy",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/60c21d5f020d193f3dbe49ba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c467ad261fc72e42aca6bdc2.webp",
              "description": "While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.",
              "descriptionMarkup": "While active, grants you a [Charges|Frenzy Charge] when you [Freeze], [Electrocute] or [Pinned|Pin] an enemy. This can only occur once every few seconds.",
              "explicitMods": [
                {
                  "line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxLine": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxShort": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "ggpkStatIds": [
                    "skill_combat_frenzy_x_ms_cooldown"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% chance to gain an additional Charge",
                  "short": "(0 - 10)% chance to gain an additional Charge",
                  "maxLine": "(0 - 10)% chance to gain an additional Charge",
                  "maxShort": "(0 - 10)% chance to gain an additional Charge",
                  "q20Line": "(0 - 10)% chance to gain an additional Charge",
                  "q20Short": "(0 - 10)% chance to gain an additional Charge",
                  "ggpkStatIds": [
                    "chance_to_gain_1_more_charge_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "GeneratesCharges",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "electrocute",
                  "label": "Electrocute",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 27,
                    "end": 50,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 60,
                    "end": 68,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 70,
                    "end": 83,
                    "raw": "[Electrocute]",
                    "leftKey": "Electrocute",
                    "label": "Electrocute",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 99,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:725",
                "baseItemId": "Metadata/Items/Gem/SkillGemCombatFrenzy",
                "activeSkillId": "combat_frenzy",
                "grantedEffectId": "CombatFrenzyPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerCombatFrenzySkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerCombatFrenzySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-678",
              "name": "Elemental Invocation",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/89a245b0bc7de3c4bbef6214.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a6b09852c46e760964df5175.webp",
              "description": "While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Freeze], [Shock] or [Ignite] an enemy. Using the Invocation once sufficient [Energy|Energy] is gathered will consume the [Energy|Energy] to trigger socketed [Spell|Spells], and can trigger them multiple times if it has enough [Energy].",
              "explicitMods": [
                {
                  "line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxLine": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxShort": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxLine": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxShort": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxLine": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxShort": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 68)% increased Energy gained",
                  "short": "(0 - 68)% increased Energy gained",
                  "maxLine": "(0 - 68)% increased Energy gained",
                  "maxShort": "(0 - 68)% increased Energy gained",
                  "q20Line": "(0 - 68)% increased Energy gained",
                  "q20Short": "(0 - 68)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maximum Energy is 500",
                  "short": "Maximum Energy is 500",
                  "maxLine": "Maximum Energy is 500",
                  "maxShort": "Maximum Energy is 500",
                  "q20Line": "Maximum Energy is 500",
                  "q20Short": "Maximum Energy is 500",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Maximum Energy is (0 - 100)",
                  "short": "Maximum Energy is (0 - 100)",
                  "maxLine": "Maximum Energy is (0 - 100)",
                  "maxShort": "Maximum Energy is (0 - 100)",
                  "q20Line": "Maximum Energy is (0 - 100)",
                  "q20Short": "Maximum Energy is (0 - 100)",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "CanHaveMultipleOngoingSkillInstances",
                "Invocation",
                "Fire",
                "Cold",
                "Lightning",
                "GeneratesEnergy",
                "Triggers",
                "AttackInPlace",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 55,
                    "end": 62,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 74,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 122,
                    "end": 137,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 167,
                    "end": 182,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 203,
                    "end": 217,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 272,
                    "end": 280,
                    "raw": "[Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:678",
                "baseItemId": "Metadata/Items/Gem/SkillGemElementalInvocation",
                "activeSkillId": "elemental_invocation",
                "grantedEffectId": "MetaElementalInvocationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ElementalInvocationSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ElementalInvocationMetaSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Cannot move or take actions",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 70,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Freeze",
              "Frozen"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/bufffrozen-aa8c158c133b2a26.webp",
            "definitionRow": 2,
            "visualRow": 201,
            "visualId": "frozen_damage_increase",
            "ggpkPath": "Art/2DArt/BuffIcons/bufffrozen.dds",
            "mapping": "reviewed-status-visual",
            "sha256": "13c4c0a4781bc0116f31e805c175269a570050afe9aa6a3760101816af372103"
          }
        },
        {
          "id": "shocked",
          "title": "Shocked",
          "description": "Debuff inflicts increased damage taken",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 3,
            "id": "shocked",
            "rawName": "Shocked",
            "rawDescription": "Debuff inflicts increased damage taken",
            "statIds": [
              "base_damage_taken_+%_from_shock",
              "num_shocks"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-65",
              "name": "Arc",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Projectile · Damage · Trappable · Totemable · Mineable · Chains",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/53686ff87da42e546626f323.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b95eebcff201dd7ce360fe14.webp",
              "description": "An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.",
              "descriptionMarkup": "An arc of [Lightning|Lightning] stretches from the caster to a targeted enemy and [Chain|Chains] on to other nearby enemies. [Consume|Consumes] a [Lightning] [ElementalInfusion|Infusion] if possible to deal more damage and [Chain] further.",
              "explicitMods": [
                {
                  "line": "Deals (1 - 20) to (13 - 386) Lightning Damage",
                  "short": "Deals (1 - 20) to (13 - 386) Lightning Damage",
                  "maxLine": "Deals (1 - 20) to (13 - 386) Lightning Damage",
                  "maxShort": "Deals (1 - 20) to (13 - 386) Lightning Damage",
                  "q20Line": "Deals (1 - 20) to (13 - 386) Lightning Damage",
                  "q20Short": "Deals (1 - 20) to (13 - 386) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Chains 6 additional times when Lightning Infused",
                  "short": "Chains 6 additional times when Lightning Infused",
                  "maxLine": "Chains 6 additional times when Lightning Infused",
                  "maxShort": "Chains 6 additional times when Lightning Infused",
                  "q20Line": "Chains 6 additional times when Lightning Infused",
                  "q20Short": "Chains 6 additional times when Lightning Infused",
                  "ggpkStatIds": [
                    "arc_chains_gained_from_infusion_consumption"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "200% more damage when Lightning Infused",
                  "short": "200% more damage when Lightning Infused",
                  "maxLine": "200% more damage when Lightning Infused",
                  "maxShort": "200% more damage when Lightning Infused",
                  "q20Line": "200% more damage when Lightning Infused",
                  "q20Short": "200% more damage when Lightning Infused",
                  "ggpkStatIds": [
                    "arc_damage_+%_final_from_infusion_consumption"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "50% increased Magnitude of Shock inflicted",
                  "short": "50% increased Magnitude of Shock inflicted",
                  "maxLine": "50% increased Magnitude of Shock inflicted",
                  "maxShort": "50% increased Magnitude of Shock inflicted",
                  "q20Line": "50% increased Magnitude of Shock inflicted",
                  "q20Short": "50% increased Magnitude of Shock inflicted",
                  "ggpkStatIds": [
                    "shock_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Chains (5 - 9) times",
                  "short": "Chains (5 - 9) times",
                  "maxLine": "Chains (5 - 9) times",
                  "maxShort": "Chains (5 - 9) times",
                  "q20Line": "Chains (5 - 9) times",
                  "q20Short": "Chains (5 - 9) times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Chains +(0 - 2) times",
                  "short": "Chains +(0 - 2) times",
                  "maxLine": "Chains +(0 - 2) times",
                  "maxShort": "Chains +(0 - 2) times",
                  "q20Line": "Chains +(0 - 2) times",
                  "q20Short": "Chains +(0 - 2) times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Projectile",
                "Damage",
                "Trappable",
                "Totemable",
                "Mineable",
                "Chains",
                "Multicastable",
                "Triggerable",
                "Lightning",
                "Unleashable",
                "Invokable",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "chain",
                  "label": "Chains",
                  "source": "Chain",
                  "description": "Effects that Chain are redirected to another target after colliding with an enemy.\nProjectiles Splitting , Piercing or Forking take priority over Chaining.\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.",
                  "url": "https://poe2db.tw/Chain",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "pierce",
                      "label": "Pierce",
                      "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                      "url": "https://poe2db.tw/Pierce",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 31,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 82,
                    "end": 96,
                    "raw": "[Chain|Chains]",
                    "leftKey": "Chain",
                    "label": "Chains",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 125,
                    "end": 143,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 146,
                    "end": 157,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 158,
                    "end": 186,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 223,
                    "end": 230,
                    "raw": "[Chain]",
                    "leftKey": "Chain",
                    "label": "Chain",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 23,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 24,
                    "end": 35,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:65",
                "baseItemId": "Metadata/Items/Gems/SkillGemArc",
                "activeSkillId": "projectile_arc",
                "grantedEffectId": "ArcPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressArc.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ArcSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-59",
              "name": "Lightning Arrow",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · MirageArcherCanUse · Area · Projectile · ProjectilesFromUser · Totemable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2aeacf767dbe53e18865e3f1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/530056599af66ff8ebac002e.webp",
              "description": "Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.",
              "descriptionMarkup": "Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire [Chain|Chaining] [Lightning] beams at nearby enemies.",
              "explicitMods": [
                {
                  "line": "Beam targeting radius is 3.2 metres",
                  "short": "Beam targeting radius is 3.2 metres",
                  "maxLine": "Beam targeting radius is 3.2 metres",
                  "maxShort": "Beam targeting radius is 3.2 metres",
                  "q20Line": "Beam targeting radius is 3.2 metres",
                  "q20Short": "Beam targeting radius is 3.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_arrow/statset_0.csd"
                },
                {
                  "line": "Fires beams at up to (2 - 4) additional Enemies near the target",
                  "short": "Fires beams at up to (2 - 4) additional Enemies near the target",
                  "maxLine": "Fires beams at up to (2 - 4) additional Enemies near the target",
                  "maxShort": "Fires beams at up to (2 - 4) additional Enemies near the target",
                  "q20Line": "Fires beams at up to (2 - 4) additional Enemies near the target",
                  "q20Short": "Fires beams at up to (2 - 4) additional Enemies near the target",
                  "ggpkStatIds": [
                    "lightning_arrow_maximum_number_of_extra_targets",
                    "quality_display_lightning_arrow_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_arrow/statset_0.csd"
                },
                {
                  "line": "Cannot Chain",
                  "short": "Cannot Chain",
                  "maxLine": "Cannot Chain",
                  "maxShort": "Cannot Chain",
                  "q20Line": "Cannot Chain",
                  "q20Short": "Cannot Chain",
                  "ggpkStatIds": [
                    "base_projectiles_cannot_chain"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Lightning damage",
                  "short": "Converts 80% of Physical damage to Lightning damage",
                  "maxLine": "Converts 80% of Physical damage to Lightning damage",
                  "maxShort": "Converts 80% of Physical damage to Lightning damage",
                  "q20Line": "Converts 80% of Physical damage to Lightning damage",
                  "q20Short": "Converts 80% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Chains 2 times",
                  "short": "Chains 2 times",
                  "maxLine": "Chains 2 times",
                  "maxShort": "Chains 2 times",
                  "q20Line": "Chains 2 times",
                  "q20Short": "Chains 2 times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 40)% more chance to Shock",
                  "short": "(0 - 40)% more chance to Shock",
                  "maxLine": "(0 - 40)% more chance to Shock",
                  "maxShort": "(0 - 40)% more chance to Shock",
                  "q20Line": "(0 - 40)% more chance to Shock",
                  "q20Short": "(0 - 40)% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "MirageArcherCanUse",
                "Area",
                "Projectile",
                "ProjectilesFromUser",
                "Totemable",
                "Trappable",
                "Mineable",
                "Lightning",
                "Triggerable",
                "Barrageable",
                "UsableWhileMoving",
                "CanBecomeArrowRain",
                "Chains",
                "Bow"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "chain",
                  "label": "Chaining",
                  "source": "Chain",
                  "description": "Effects that Chain are redirected to another target after colliding with an enemy.\nProjectiles Splitting , Piercing or Forking take priority over Chaining.\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.",
                  "url": "https://poe2db.tw/Chain",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "pierce",
                      "label": "Pierce",
                      "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                      "url": "https://poe2db.tw/Pierce",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 85,
                    "end": 101,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 102,
                    "end": 113,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:59",
                "baseItemId": "Metadata/Items/Gems/SkillGemLightningArrow",
                "activeSkillId": "lightning_arrow",
                "grantedEffectId": "LightningArrowPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_arrow/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_arrow/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerLightningArrow.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/LightningArrowSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-50",
              "name": "Lightning Warp",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Duration · Trappable · Totemable · Mineable",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1609a718a3e1b36c93c867f0.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4f8832de66cdf54e4e538de4.webp",
              "description": "Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, the target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use. Highlights enemies that can be Culled.",
              "descriptionMarkup": "Target an enemy to either teleport inside the target's body if they are under the [CullingStrike|Cull] threshold, causing it to violently explode, or to apply a [Debuff] to them, which will cause the same effect if that enemy falls under the [CullingStrike|Cull] threshold during its duration. Can also be used on Ball Lightning [Projectile|Projectiles]. On teleport, the target is destroyed, and the explosion deals [Lightning|Lightning] damage to surrounding enemies. If targeting an enemy, the explosion also creates [ShockedGround|Shocked Ground]. Creates a [Lightning] [ElementalInfusion|Infusion] on successful use. Highlights enemies that can be [CullingStrike|Culled].",
              "explicitMods": [
                {
                  "line": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "short": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "maxLine": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "maxShort": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "q20Line": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "q20Short": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                },
                {
                  "line": "Explosion and Shocked Ground radius are 3 metres",
                  "short": "Explosion and Shocked Ground radius are 3 metres",
                  "maxLine": "Explosion and Shocked Ground radius are 3 metres",
                  "maxShort": "Explosion and Shocked Ground radius are 3 metres",
                  "q20Line": "Explosion and Shocked Ground radius are 3 metres",
                  "q20Short": "Explosion and Shocked Ground radius are 3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                },
                {
                  "line": "Shocked Ground duration is 8 seconds",
                  "short": "Shocked Ground duration is 8 seconds",
                  "maxLine": "Shocked Ground duration is 8 seconds",
                  "maxShort": "Shocked Ground duration is 8 seconds",
                  "q20Line": "Shocked Ground duration is 8 seconds",
                  "q20Short": "Shocked Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                },
                {
                  "line": "Debuff duration is 4 seconds",
                  "short": "Debuff duration is 4 seconds",
                  "maxLine": "Debuff duration is 4 seconds",
                  "maxShort": "Debuff duration is 4 seconds",
                  "q20Line": "Debuff duration is 4 seconds",
                  "q20Short": "Debuff duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "short": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "maxLine": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "maxShort": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "q20Line": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "q20Short": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "ggpkStatIds": [
                    "shock_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Triggerable",
                "Lightning",
                "AreaSpell",
                "Multicastable",
                "Unleashable",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "GeneratesInfusion",
                "Movement",
                "GeneratesRemnants",
                "GamepadDoNotForceSkillAtLocation"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "culling_strike",
                  "label": "Cull",
                  "source": "Culling_Strike",
                  "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                  "url": "https://poe2db.tw/Culling_Strike",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "debuff",
                  "label": "Debuff",
                  "source": "Debuff",
                  "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                  "url": "https://poe2db.tw/us/Debuffs",
                  "related": []
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "shocked_ground",
                  "label": "Shocked Ground",
                  "source": "Shocked_Ground",
                  "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Shocked_Ground",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 82,
                    "end": 102,
                    "raw": "[CullingStrike|Cull]",
                    "leftKey": "CullingStrike",
                    "label": "Cull",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 161,
                    "end": 169,
                    "raw": "[Debuff]",
                    "leftKey": "Debuff",
                    "label": "Debuff",
                    "canonicalKey": "debuff",
                    "resolved": true
                  },
                  {
                    "start": 242,
                    "end": 262,
                    "raw": "[CullingStrike|Cull]",
                    "leftKey": "CullingStrike",
                    "label": "Cull",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 329,
                    "end": 353,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 417,
                    "end": 438,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 520,
                    "end": 550,
                    "raw": "[ShockedGround|Shocked Ground]",
                    "leftKey": "ShockedGround",
                    "label": "Shocked Ground",
                    "canonicalKey": "shocked_ground",
                    "resolved": true
                  },
                  {
                    "start": 562,
                    "end": 573,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 574,
                    "end": 602,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 653,
                    "end": 675,
                    "raw": "[CullingStrike|Culled]",
                    "leftKey": "CullingStrike",
                    "label": "Culled",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:50",
                "baseItemId": "Metadata/Items/Gems/SkillGemLightningWarp",
                "activeSkillId": "lightning_warp",
                "grantedEffectId": "LightningWarpPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressLightningWarp.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/LightningWarpSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-64",
              "name": "Valako's Charge",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Chains · Triggerable · Lightning · UsableWhileMoving · Area",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e9af1b6d84ff5d7beaec7820.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "While active, taking Lightning damage builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.",
              "descriptionMarkup": "While active, taking [Lightning] damage builds up charge on you. Reaching full charge expends all charge to [Trigger] this skill, creating a [Chain|Chaining] lightning bolt that arcs to nearby enemies.",
              "explicitMods": [
                {
                  "line": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "short": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "maxLine": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "maxShort": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "q20Line": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "q20Short": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "ggpkStatIds": [
                    "cast_on_damage_taken_threshold"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                },
                {
                  "line": "Can target Enemies within 3 metres",
                  "short": "Can target Enemies within 3 metres",
                  "maxLine": "Can target Enemies within 3 metres",
                  "maxShort": "Can target Enemies within 3 metres",
                  "q20Line": "Can target Enemies within 3 metres",
                  "q20Short": "Can target Enemies within 3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                },
                {
                  "line": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "short": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "maxLine": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "maxShort": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "q20Line": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "q20Short": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                },
                {
                  "line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxLine": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxShort": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "ggpkStatIds": [
                    "base_lightning_damage_can_electrocute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Cannot Shock",
                  "short": "Cannot Shock",
                  "maxLine": "Cannot Shock",
                  "maxShort": "Cannot Shock",
                  "q20Line": "Cannot Shock",
                  "q20Short": "Cannot Shock",
                  "ggpkStatIds": [
                    "never_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Chains (4 - 5) times",
                  "short": "Chains (4 - 5) times",
                  "maxLine": "Chains (4 - 5) times",
                  "maxShort": "Chains (4 - 5) times",
                  "q20Line": "Chains (4 - 5) times",
                  "q20Short": "Chains (4 - 5) times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Chains +(0 - 2) times",
                  "short": "Chains +(0 - 2) times",
                  "maxLine": "Chains +(0 - 2) times",
                  "maxShort": "Chains +(0 - 2) times",
                  "q20Line": "Chains +(0 - 2) times",
                  "q20Short": "Chains +(0 - 2) times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Chains",
                "Triggerable",
                "Lightning",
                "UsableWhileMoving",
                "Area",
                "AreaSpell",
                "Cooldown",
                "InbuiltTrigger",
                "Triggered",
                "NoAttackOrCastTime"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "chain",
                  "label": "Chaining",
                  "source": "Chain",
                  "description": "Effects that Chain are redirected to another target after colliding with an enemy.\nProjectiles Splitting , Piercing or Forking take priority over Chaining.\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.",
                  "url": "https://poe2db.tw/Chain",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "pierce",
                      "label": "Pierce",
                      "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                      "url": "https://poe2db.tw/Pierce",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 32,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 108,
                    "end": 117,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 141,
                    "end": 157,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:64",
                "baseItemId": "Metadata/Items/Gems/SkillGemValakosCharge",
                "activeSkillId": "valakos_charge",
                "grantedEffectId": "ValakosChargePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ValakosLuckLightningCoilSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-91",
              "name": "Ball Lightning",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3af262bce24544035d6a80bd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6faf03bd62386bd5fe9cb29c.webp",
              "description": "Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.",
              "descriptionMarkup": "Fire a slow-moving [Projectile] that moves through enemies. The [Projectile] itself does not [Hit] enemies, but repeatedly discharges bolts of [Lightning] at nearby enemies. Consumes a [Fire] [ElementalInfusion|Infusion] if possible to slow down over time, create [IgnitedGround|Ignited Ground] as it travels, and explode dealing [Fire] damage in an Area after it dissipates.",
              "explicitMods": [
                {
                  "line": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "short": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "maxLine": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "maxShort": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "q20Line": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "q20Short": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                },
                {
                  "line": "Bolts target enemies within 1.8 metres",
                  "short": "Bolts target enemies within 1.8 metres",
                  "maxLine": "Bolts target enemies within 1.8 metres",
                  "maxShort": "Bolts target enemies within 1.8 metres",
                  "q20Line": "Bolts target enemies within 1.8 metres",
                  "q20Short": "Bolts target enemies within 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                },
                {
                  "line": "375% more chance to Shock",
                  "short": "375% more chance to Shock",
                  "maxLine": "375% more chance to Shock",
                  "maxShort": "375% more chance to Shock",
                  "q20Line": "375% more chance to Shock",
                  "q20Short": "375% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Hits enemies in range every 0.2 seconds",
                  "short": "Hits enemies in range every 0.2 seconds",
                  "maxLine": "Hits enemies in range every 0.2 seconds",
                  "maxShort": "Hits enemies in range every 0.2 seconds",
                  "q20Line": "Hits enemies in range every 0.2 seconds",
                  "q20Short": "Hits enemies in range every 0.2 seconds",
                  "ggpkStatIds": [
                    "ball_lightning_base_hit_frequency_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "short": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "maxLine": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "maxShort": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "q20Line": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "q20Short": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Fire-Infused explosion radius is 2.6 metres",
                  "short": "Fire-Infused explosion radius is 2.6 metres",
                  "maxLine": "Fire-Infused explosion radius is 2.6 metres",
                  "maxShort": "Fire-Infused explosion radius is 2.6 metres",
                  "q20Line": "Fire-Infused explosion radius is 2.6 metres",
                  "q20Short": "Fire-Infused explosion radius is 2.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Creates Ignited Ground every 0.35 seconds",
                  "short": "Creates Ignited Ground every 0.35 seconds",
                  "maxLine": "Creates Ignited Ground every 0.35 seconds",
                  "maxShort": "Creates Ignited Ground every 0.35 seconds",
                  "q20Line": "Creates Ignited Ground every 0.35 seconds",
                  "q20Short": "Creates Ignited Ground every 0.35 seconds",
                  "ggpkStatIds": [
                    "ball_lightning_infused_burning_ground_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "short": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "maxLine": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "maxShort": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "q20Line": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "q20Short": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                },
                {
                  "line": "Ignited Ground radius is 0.9 metres",
                  "short": "Ignited Ground radius is 0.9 metres",
                  "maxLine": "Ignited Ground radius is 0.9 metres",
                  "maxShort": "Ignited Ground radius is 0.9 metres",
                  "q20Line": "Ignited Ground radius is 0.9 metres",
                  "q20Short": "Ignited Ground radius is 0.9 metres",
                  "ggpkStatIds": [
                    "active_skill_base_tertiary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                },
                {
                  "line": "Ignited Ground duration is 4 seconds",
                  "short": "Ignited Ground duration is 4 seconds",
                  "maxLine": "Ignited Ground duration is 4 seconds",
                  "maxShort": "Ignited Ground duration is 4 seconds",
                  "q20Line": "Ignited Ground duration is 4 seconds",
                  "q20Short": "Ignited Ground duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Bolts target enemies within (0 - 0.4) metres",
                  "short": "Bolts target enemies within (0 - 0.4) metres",
                  "maxLine": "Bolts target enemies within (0 - 0.4) metres",
                  "maxShort": "Bolts target enemies within (0 - 0.4) metres",
                  "q20Line": "Bolts target enemies within (0 - 0.4) metres",
                  "q20Short": "Bolts target enemies within (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Projectile",
                "ProjectilesFromUser",
                "Area",
                "Totemable",
                "Trappable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Lightning",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving",
                "Sustained",
                "CreatesGroundEffect",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 19,
                    "end": 31,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 76,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 93,
                    "end": 98,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 154,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 191,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 220,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 264,
                    "end": 294,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 330,
                    "end": 336,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 18,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 31,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 100,
                    "raw": "[ElementalInfusion|Infused]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infused",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 106,
                    "end": 112,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 123,
                    "end": 153,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:91",
                "baseItemId": "Metadata/Items/Gems/SkillGemBallLightning",
                "activeSkillId": "ball_lightning",
                "grantedEffectId": "BallLightningPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressBallLightning.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BallLightningSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-300",
              "name": "Cast on Elemental Ailment",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/431305141c8cc2fbbe65773c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3320d39467ddaa6b90eb3175.webp",
              "description": "While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Freeze], [Shock], or [Ignite] enemies, and triggers socketed spells on reaching maximum [Energy|Energy].",
              "explicitMods": [
                {
                  "line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxLine": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxShort": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_freeze_gain_X_centienergy_per_monster_power_on_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxLine": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxShort": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "ggpkStatIds": [
                    "cast_on_ignite_gain_X_centienergy_per_monster_power_on_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxLine": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxShort": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_shock_gain_X_centienergy_per_monster_power_on_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 57)% increased Energy gained",
                  "short": "(0 - 57)% increased Energy gained",
                  "maxLine": "(0 - 57)% increased Energy gained",
                  "maxShort": "(0 - 57)% increased Energy gained",
                  "q20Line": "(0 - 57)% increased Energy gained",
                  "q20Short": "(0 - 57)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxLine": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxShort": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% increased Energy gained",
                  "short": "(0 - 15)% increased Energy gained",
                  "maxLine": "(0 - 15)% increased Energy gained",
                  "maxShort": "(0 - 15)% increased Energy gained",
                  "q20Line": "(0 - 15)% increased Energy gained",
                  "q20Short": "(0 - 15)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "Fire",
                "Cold",
                "Lightning",
                "CanHaveMultipleOngoingSkillInstances",
                "GeneratesEnergy",
                "Triggers"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 55,
                    "end": 62,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 67,
                    "end": 75,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 134,
                    "end": 149,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:300",
                "baseItemId": "Metadata/Items/Gems/SkillGemCastOnElementalAilment",
                "activeSkillId": "cast_on_elemental_ailment",
                "grantedEffectId": "MetaCastOnElementalAilmentPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/CastonFreezeShockIgnite.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/CastonFreezeShockIgniteMetaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-296",
              "name": "Cast on Shock",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · Lightning · CanHaveMultipleOngoingSkillInstances",
              "levelRequirement": 59,
              "requirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 59,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/56b62dd62a7907b61f81308c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3181b361d24d0eed97be0394.webp",
              "description": "While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Shock|Shock] enemies and triggers socketed spells on reaching maximum [Energy|Energy].",
              "explicitMods": [
                {
                  "line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxLine": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxShort": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "ggpkStatIds": [
                    "cast_on_shock_gain_X_centienergy_per_monster_power_on_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 57)% increased Energy gained",
                  "short": "(0 - 57)% increased Energy gained",
                  "maxLine": "(0 - 57)% increased Energy gained",
                  "maxShort": "(0 - 57)% increased Energy gained",
                  "q20Line": "(0 - 57)% increased Energy gained",
                  "q20Short": "(0 - 57)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxLine": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "maxShort": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Line": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "q20Short": "Triggers all Socketed Spells and loses all Energy on reaching maximum Energy",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% increased Energy gained",
                  "short": "(0 - 15)% increased Energy gained",
                  "maxLine": "(0 - 15)% increased Energy gained",
                  "maxShort": "(0 - 15)% increased Energy gained",
                  "q20Line": "(0 - 15)% increased Energy gained",
                  "q20Short": "(0 - 15)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "Lightning",
                "CanHaveMultipleOngoingSkillInstances",
                "GeneratesEnergy",
                "Triggers"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 58,
                    "raw": "[Shock|Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 116,
                    "end": 131,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:296",
                "baseItemId": "Metadata/Items/Gems/SkillGemCastOnShock",
                "activeSkillId": "cast_on_shock",
                "grantedEffectId": "MetaCastOnShockPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/CastOnShockSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/CastOnShockMetaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-678",
              "name": "Elemental Invocation",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/89a245b0bc7de3c4bbef6214.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a6b09852c46e760964df5175.webp",
              "description": "While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.",
              "descriptionMarkup": "While active, gains [Energy|Energy] when you [Freeze], [Shock] or [Ignite] an enemy. Using the Invocation once sufficient [Energy|Energy] is gathered will consume the [Energy|Energy] to trigger socketed [Spell|Spells], and can trigger them multiple times if it has enough [Energy].",
              "explicitMods": [
                {
                  "line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxLine": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "maxShort": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Line": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "q20Short": "Gains 10 Energy per Power of enemies you Freeze with Hits from Skills",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxLine": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "maxShort": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Line": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "q20Short": "Gains 1 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxLine": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "maxShort": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Line": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "q20Short": "Gains 1 Energy per Power of enemies you Shock with Hits from Skills",
                  "ggpkStatIds": [
                    "elemental_invocation_gain_X_centienergy_per_monster_power_on_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 68)% increased Energy gained",
                  "short": "(0 - 68)% increased Energy gained",
                  "maxLine": "(0 - 68)% increased Energy gained",
                  "maxShort": "(0 - 68)% increased Energy gained",
                  "q20Line": "(0 - 68)% increased Energy gained",
                  "q20Short": "(0 - 68)% increased Energy gained",
                  "ggpkStatIds": [
                    "energy_generated_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maximum Energy is 500",
                  "short": "Maximum Energy is 500",
                  "maxLine": "Maximum Energy is 500",
                  "maxShort": "Maximum Energy is 500",
                  "q20Line": "Maximum Energy is 500",
                  "q20Short": "Maximum Energy is 500",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Maximum Energy is (0 - 100)",
                  "short": "Maximum Energy is (0 - 100)",
                  "maxLine": "Maximum Energy is (0 - 100)",
                  "maxShort": "Maximum Energy is (0 - 100)",
                  "q20Line": "Maximum Energy is (0 - 100)",
                  "q20Short": "Maximum Energy is (0 - 100)",
                  "ggpkStatIds": [
                    "generic_ongoing_trigger_maximum_energy",
                    "generic_ongoing_trigger_triggers_at_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Meta",
                "Persistent",
                "Buff",
                "CanHaveMultipleOngoingSkillInstances",
                "Invocation",
                "Fire",
                "Cold",
                "Lightning",
                "GeneratesEnergy",
                "Triggers",
                "AttackInPlace",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "energy",
                  "label": "Energy",
                  "source": "Energy",
                  "description": "Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.\nEnergy cannot be gained from direct effects of Triggered Skills.",
                  "url": "https://poe2db.tw/Energy",
                  "related": [
                    {
                      "key": "meta_gems",
                      "label": "Meta_Gems",
                      "description": "Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.\nMeta Gems can never be socketed into other Meta Gems.",
                      "url": "https://poe2db.tw/Meta_Gems",
                      "related": [
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "supportgem",
                          "label": "SupportGem",
                          "description": "Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\nYou cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\nCannot use multiple Support Gems of the same Category in one Skill.",
                          "url": "https://poe2db.tw/us/Support_Gems",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 20,
                    "end": 35,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 53,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 55,
                    "end": 62,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 74,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 122,
                    "end": 137,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 167,
                    "end": 182,
                    "raw": "[Energy|Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  },
                  {
                    "start": 203,
                    "end": 217,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 272,
                    "end": 280,
                    "raw": "[Energy]",
                    "leftKey": "Energy",
                    "label": "Energy",
                    "canonicalKey": "energy",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:678",
                "baseItemId": "Metadata/Items/Gem/SkillGemElementalInvocation",
                "activeSkillId": "elemental_invocation",
                "grantedEffectId": "MetaElementalInvocationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ElementalInvocationSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ElementalInvocationMetaSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Debuff inflicts increased damage taken",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 61,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Shock",
              "Shocked"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/buffshocked-0f6dba1a316b7868.webp",
            "definitionRow": 3,
            "visualRow": 5,
            "visualId": "shocked",
            "ggpkPath": "Art/2DArt/BuffIcons/buffshocked.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "f51f454f556b3dd11061e42cd3ccad860edd81de5716749975c4fd91faf4d2d9"
          }
        },
        {
          "id": "receive_electrocution_buildup",
          "title": "Electrified",
          "description": "Lightning damage causes Electrocution buildup.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2802,
            "id": "receive_electrocution_buildup",
            "rawName": "Electrified",
            "rawDescription": "[Lightning] damage causes [Electrocute|Electrocution] buildup.",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-64",
              "name": "Valako's Charge",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Chains · Triggerable · Lightning · UsableWhileMoving · Area",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e9af1b6d84ff5d7beaec7820.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "While active, taking Lightning damage builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.",
              "descriptionMarkup": "While active, taking [Lightning] damage builds up charge on you. Reaching full charge expends all charge to [Trigger] this skill, creating a [Chain|Chaining] lightning bolt that arcs to nearby enemies.",
              "explicitMods": [
                {
                  "line": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "short": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "maxLine": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "maxShort": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "q20Line": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "q20Short": "Triggers after you take a total of (17 - 628) Lightning Hit Damage",
                  "ggpkStatIds": [
                    "cast_on_damage_taken_threshold"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                },
                {
                  "line": "Can target Enemies within 3 metres",
                  "short": "Can target Enemies within 3 metres",
                  "maxLine": "Can target Enemies within 3 metres",
                  "maxShort": "Can target Enemies within 3 metres",
                  "q20Line": "Can target Enemies within 3 metres",
                  "q20Short": "Can target Enemies within 3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                },
                {
                  "line": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "short": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "maxLine": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "maxShort": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "q20Line": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "q20Short": "Deals (3 - 102) to (65 - 1942) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                },
                {
                  "line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxLine": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxShort": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "ggpkStatIds": [
                    "base_lightning_damage_can_electrocute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Cannot Shock",
                  "short": "Cannot Shock",
                  "maxLine": "Cannot Shock",
                  "maxShort": "Cannot Shock",
                  "q20Line": "Cannot Shock",
                  "q20Short": "Cannot Shock",
                  "ggpkStatIds": [
                    "never_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Chains (4 - 5) times",
                  "short": "Chains (4 - 5) times",
                  "maxLine": "Chains (4 - 5) times",
                  "maxShort": "Chains (4 - 5) times",
                  "q20Line": "Chains (4 - 5) times",
                  "q20Short": "Chains (4 - 5) times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Chains +(0 - 2) times",
                  "short": "Chains +(0 - 2) times",
                  "maxLine": "Chains +(0 - 2) times",
                  "maxShort": "Chains +(0 - 2) times",
                  "q20Line": "Chains +(0 - 2) times",
                  "q20Short": "Chains +(0 - 2) times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Chains",
                "Triggerable",
                "Lightning",
                "UsableWhileMoving",
                "Area",
                "AreaSpell",
                "Cooldown",
                "InbuiltTrigger",
                "Triggered",
                "NoAttackOrCastTime"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "chain",
                  "label": "Chaining",
                  "source": "Chain",
                  "description": "Effects that Chain are redirected to another target after colliding with an enemy.\nProjectiles Splitting , Piercing or Forking take priority over Chaining.\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.",
                  "url": "https://poe2db.tw/Chain",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "pierce",
                      "label": "Pierce",
                      "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                      "url": "https://poe2db.tw/Pierce",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 32,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 108,
                    "end": 117,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 141,
                    "end": 157,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:64",
                "baseItemId": "Metadata/Items/Gems/SkillGemValakosCharge",
                "activeSkillId": "valakos_charge",
                "grantedEffectId": "ValakosChargePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/valakos_charge.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ValakosLuckLightningCoilSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-725",
              "name": "Combat Frenzy",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/60c21d5f020d193f3dbe49ba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c467ad261fc72e42aca6bdc2.webp",
              "description": "While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.",
              "descriptionMarkup": "While active, grants you a [Charges|Frenzy Charge] when you [Freeze], [Electrocute] or [Pinned|Pin] an enemy. This can only occur once every few seconds.",
              "explicitMods": [
                {
                  "line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxLine": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxShort": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "ggpkStatIds": [
                    "skill_combat_frenzy_x_ms_cooldown"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% chance to gain an additional Charge",
                  "short": "(0 - 10)% chance to gain an additional Charge",
                  "maxLine": "(0 - 10)% chance to gain an additional Charge",
                  "maxShort": "(0 - 10)% chance to gain an additional Charge",
                  "q20Line": "(0 - 10)% chance to gain an additional Charge",
                  "q20Short": "(0 - 10)% chance to gain an additional Charge",
                  "ggpkStatIds": [
                    "chance_to_gain_1_more_charge_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "GeneratesCharges",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "electrocute",
                  "label": "Electrocute",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 27,
                    "end": 50,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 60,
                    "end": 68,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 70,
                    "end": 83,
                    "raw": "[Electrocute]",
                    "leftKey": "Electrocute",
                    "label": "Electrocute",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 99,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:725",
                "baseItemId": "Metadata/Items/Gem/SkillGemCombatFrenzy",
                "activeSkillId": "combat_frenzy",
                "grantedEffectId": "CombatFrenzyPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerCombatFrenzySkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerCombatFrenzySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1177",
              "name": "Conductive Runes",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Area · Hazard · Duration · Attack · Damage · Limit · UseGlobalStats",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/7033ee463c4e079f6c8fc923.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/657363b037ef42c1575811bc.webp",
              "description": "Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your Weapon's damage and apply Electrocution buildup.",
              "descriptionMarkup": "Spend [Ward|Runic Ward] to create a number of [Hazard|Hazardous] Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal [Attack] damage that is not based on your [MartialWeapon|Weapon]'s damage and apply [Electrocute|Electrocution] buildup.",
              "explicitMods": [
                {
                  "line": "Runes emerge within a 8.5 metre length cone",
                  "short": "Runes emerge within a 8.5 metre length cone",
                  "maxLine": "Runes emerge within a 8.5 metre length cone",
                  "maxShort": "Runes emerge within a 8.5 metre length cone",
                  "q20Line": "Runes emerge within a 8.5 metre length cone",
                  "q20Short": "Runes emerge within a 8.5 metre length cone",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                },
                {
                  "line": "Rune duration is 10 seconds",
                  "short": "Rune duration is 10 seconds",
                  "maxLine": "Rune duration is 10 seconds",
                  "maxShort": "Rune duration is 10 seconds",
                  "q20Line": "Rune duration is 10 seconds",
                  "q20Short": "Rune duration is 10 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                },
                {
                  "line": "Runes arm after 0.4 seconds",
                  "short": "Runes arm after 0.4 seconds",
                  "maxLine": "Runes arm after 0.4 seconds",
                  "maxShort": "Runes arm after 0.4 seconds",
                  "q20Line": "Runes arm after 0.4 seconds",
                  "q20Short": "Runes arm after 0.4 seconds",
                  "ggpkStatIds": [
                    "rune_hazard_arming_time_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                },
                {
                  "line": "Limit 20 active Runes",
                  "short": "Limit 20 active Runes",
                  "maxLine": "Limit 20 active Runes",
                  "maxShort": "Limit 20 active Runes",
                  "q20Line": "Limit 20 active Runes",
                  "q20Short": "Limit 20 active Runes",
                  "ggpkStatIds": [
                    "rune_hazard_base_number_of_runes_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                },
                {
                  "line": "Runes detonate 0.3 seconds after activation",
                  "short": "Runes detonate 0.3 seconds after activation",
                  "maxLine": "Runes detonate 0.3 seconds after activation",
                  "maxShort": "Runes detonate 0.3 seconds after activation",
                  "q20Line": "Runes detonate 0.3 seconds after activation",
                  "q20Short": "Runes detonate 0.3 seconds after activation",
                  "ggpkStatIds": [
                    "rune_hazard_detonate_time_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                },
                {
                  "line": "Creates 10 Runes",
                  "short": "Creates 10 Runes",
                  "maxLine": "Creates 10 Runes",
                  "maxShort": "Creates 10 Runes",
                  "q20Line": "Creates 10 Runes",
                  "q20Short": "Creates 10 Runes",
                  "ggpkStatIds": [
                    "rune_hazard_number_of_runes_to_create"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                },
                {
                  "line": "50% more Electrocution buildup from Hits with this skill",
                  "short": "50% more Electrocution buildup from Hits with this skill",
                  "maxLine": "50% more Electrocution buildup from Hits with this skill",
                  "maxShort": "50% more Electrocution buildup from Hits with this skill",
                  "q20Line": "50% more Electrocution buildup from Hits with this skill",
                  "q20Short": "50% more Electrocution buildup from Hits with this skill",
                  "ggpkStatIds": [
                    "active_skill_electrocutes_as_though_dealt_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_1.csd"
                },
                {
                  "line": "Rune explosion radius is 1.4 metres",
                  "short": "Rune explosion radius is 1.4 metres",
                  "maxLine": "Rune explosion radius is 1.4 metres",
                  "maxShort": "Rune explosion radius is 1.4 metres",
                  "q20Line": "Rune explosion radius is 1.4 metres",
                  "q20Short": "Rune explosion radius is 1.4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_1.csd"
                },
                {
                  "line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxLine": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxShort": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "ggpkStatIds": [
                    "base_lightning_damage_can_electrocute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "(1 - 16) to (11 - 304) base Lightning Damage",
                  "short": "(1 - 16) to (11 - 304) base Lightning Damage",
                  "maxLine": "(1 - 16) to (11 - 304) base Lightning Damage",
                  "maxShort": "(1 - 16) to (11 - 304) base Lightning Damage",
                  "q20Line": "(1 - 16) to (11 - 304) base Lightning Damage",
                  "q20Short": "(1 - 16) to (11 - 304) base Lightning Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_lightning_damage",
                    "main_hand_weapon_maximum_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - -0.1) seconds to arming time",
                  "short": "+(0 - -0.1) seconds to arming time",
                  "maxLine": "+(0 - -0.1) seconds to arming time",
                  "maxShort": "+(0 - -0.1) seconds to arming time",
                  "q20Line": "+(0 - -0.1) seconds to arming time",
                  "q20Short": "+(0 - -0.1) seconds to arming time",
                  "ggpkStatIds": [
                    "rune_hazard_arming_time_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                },
                {
                  "line": "+(0 - -0.1) seconds to activation time",
                  "short": "+(0 - -0.1) seconds to activation time",
                  "maxLine": "+(0 - -0.1) seconds to activation time",
                  "maxShort": "+(0 - -0.1) seconds to activation time",
                  "q20Line": "+(0 - -0.1) seconds to activation time",
                  "q20Short": "+(0 - -0.1) seconds to activation time",
                  "ggpkStatIds": [
                    "rune_hazard_detonate_time_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd"
                }
              ],
              "tags": [
                "Area",
                "Hazard",
                "Duration",
                "Attack",
                "Damage",
                "Limit",
                "UseGlobalStats",
                "NonWeaponAttack",
                "Lightning",
                "Totemable",
                "UsableWhileShapeshifted"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ward",
                  "label": "Runic Ward",
                  "source": "Ward",
                  "description": "Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.\nRunic Ward constantly regenerates at a default rate of 5% per second.\nMonsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .",
                  "url": "https://poe2db.tw/us/Runic_Ward",
                  "related": [
                    {
                      "key": "cullingstrike",
                      "label": "CullingStrike",
                      "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                      "url": "https://poe2db.tw/us/Culling_Strike",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "martialweapon",
                  "label": "Weapon",
                  "source": "MartialWeapon",
                  "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                  "url": "https://poe2db.tw/us/Martial_Weapons",
                  "related": [
                    {
                      "key": "axe",
                      "label": "Axe",
                      "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                      "url": "https://poe2db.tw/us/Axes",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "bow",
                      "label": "Bow",
                      "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                      "url": "https://poe2db.tw/us/Bows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "quiver",
                          "label": "Quiver",
                          "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                          "url": "https://poe2db.tw/us/Quivers",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "crossbow",
                      "label": "Crossbow",
                      "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                      "url": "https://poe2db.tw/us/Crossbows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "crossbow_ammunition_skills",
                          "label": "Crossbow_Ammunition_Skills",
                          "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                          "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "knockback",
                              "label": "Knockback",
                              "description": "Knockback pushes Enemies away when Hit .",
                              "url": "https://poe2db.tw/Knockback",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "mace",
                      "label": "Mace",
                      "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                      "url": "https://poe2db.tw/us/Maces",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "quarterstaff",
                      "label": "Quarterstaff",
                      "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                      "url": "https://poe2db.tw/us/Quarterstaves",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "intelligence",
                          "label": "Intelligence",
                          "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Intelligence",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "spear",
                      "label": "Spear",
                      "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                      "url": "https://poe2db.tw/us/Spears",
                      "related": [
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "sword",
                      "label": "Sword",
                      "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                      "url": "https://poe2db.tw/us/Swords",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "talisman",
                      "label": "Talisman",
                      "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                      "url": "https://poe2db.tw/us/Talismans",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "intelligence",
                          "label": "Intelligence",
                          "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Intelligence",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shapeshifting",
                          "label": "Shapeshifting",
                          "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                          "url": "https://poe2db.tw/Shapeshifting",
                          "related": []
                        },
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "persistent_skills",
                          "label": "Persistent_Skills",
                          "description": "Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.",
                          "url": "https://poe2db.tw/Persistent_Skills",
                          "related": [
                            {
                              "key": "reservation",
                              "label": "Reservation",
                              "description": "Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.",
                              "url": "https://poe2db.tw/Reservation",
                              "related": []
                            },
                            {
                              "key": "spirit",
                              "label": "Spirit",
                              "description": "Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.\nWeapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .",
                              "url": "https://poe2db.tw/Spirit",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "electrocute",
                  "label": "Electrocution",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 6,
                    "end": 23,
                    "raw": "[Ward|Runic Ward]",
                    "leftKey": "Ward",
                    "label": "Runic Ward",
                    "canonicalKey": "ward",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 64,
                    "raw": "[Hazard|Hazardous]",
                    "leftKey": "Hazard",
                    "label": "Hazardous",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 207,
                    "end": 215,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 249,
                    "end": 271,
                    "raw": "[MartialWeapon|Weapon]",
                    "leftKey": "MartialWeapon",
                    "label": "Weapon",
                    "canonicalKey": "martialweapon",
                    "resolved": true
                  },
                  {
                    "start": 291,
                    "end": 318,
                    "raw": "[Electrocute|Electrocution]",
                    "leftKey": "Electrocute",
                    "label": "Electrocution",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 6,
                    "end": 23,
                    "raw": "[Ward|Runic Ward]",
                    "leftKey": "Ward",
                    "label": "Runic Ward",
                    "canonicalKey": "ward",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 64,
                    "raw": "[Hazard|Hazardous]",
                    "leftKey": "Hazard",
                    "label": "Hazardous",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 119,
                    "end": 132,
                    "raw": "[Electrocute]",
                    "leftKey": "Electrocute",
                    "label": "Electrocute",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Hazard"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1177",
                "baseItemId": "Metadata/Items/Gems/SkillGemConductiveRunes",
                "activeSkillId": "conductive_runes",
                "grantedEffectId": "ConductiveRunesPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/conductive_runes/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ExpeditionRunewordHazard.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ExpeditionRunewordHazardGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-401",
              "name": "Electrocuting Arrow",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Projectile · Lightning · Duration · CannotChain · ProjectileNoCollision",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/511358227f9fce403db7e351.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/79d0fbfb3474825cd7518943.webp",
              "description": "Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.",
              "descriptionMarkup": "Fire an electrifying arrow that explodes in an Area on [Hit]. [Hit|Hitting] an enemy will attach an Electrocuting Rod to them, causing all incoming [Lightning|Lightning] damage to build up [Electrocute|Electrocution]. This rod is removed when the enemy is next [Electrocute|Electrocuted].",
              "explicitMods": [
                {
                  "line": "Cannot Chain",
                  "short": "Cannot Chain",
                  "maxLine": "Cannot Chain",
                  "maxShort": "Cannot Chain",
                  "q20Line": "Cannot Chain",
                  "q20Short": "Cannot Chain",
                  "ggpkStatIds": [
                    "base_projectiles_cannot_chain"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/electrocuting_arrow.csd"
                },
                {
                  "line": "Cannot Pierce",
                  "short": "Cannot Pierce",
                  "maxLine": "Cannot Pierce",
                  "maxShort": "Cannot Pierce",
                  "q20Line": "Cannot Pierce",
                  "q20Short": "Cannot Pierce",
                  "ggpkStatIds": [
                    "cannot_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/electrocuting_arrow.csd"
                },
                {
                  "line": "Arrow duration is 25 seconds",
                  "short": "Arrow duration is 25 seconds",
                  "maxLine": "Arrow duration is 25 seconds",
                  "maxShort": "Arrow duration is 25 seconds",
                  "q20Line": "Arrow duration is 25 seconds",
                  "q20Short": "Arrow duration is 25 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/electrocuting_arrow.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Lightning damage",
                  "short": "Converts 80% of Physical damage to Lightning damage",
                  "maxLine": "Converts 80% of Physical damage to Lightning damage",
                  "maxShort": "Converts 80% of Physical damage to Lightning damage",
                  "q20Line": "Converts 80% of Physical damage to Lightning damage",
                  "q20Short": "Converts 80% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Hits against targets with attached Rods gain (0 - 10)% of Damage as extra Lightning Damage",
                  "short": "Hits against targets with attached Rods gain (0 - 10)% of Damage as extra Lightning Damage",
                  "maxLine": "Hits against targets with attached Rods gain (0 - 10)% of Damage as extra Lightning Damage",
                  "maxShort": "Hits against targets with attached Rods gain (0 - 10)% of Damage as extra Lightning Damage",
                  "q20Line": "Hits against targets with attached Rods gain (0 - 10)% of Damage as extra Lightning Damage",
                  "q20Short": "Hits against targets with attached Rods gain (0 - 10)% of Damage as extra Lightning Damage",
                  "ggpkStatIds": [
                    "electrocuting_arrow_%_damage_gained_as_extra_lightning_on_debuffed_target"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/electrocuting_arrow.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Projectile",
                "Lightning",
                "Duration",
                "CannotChain",
                "ProjectileNoCollision",
                "Bow",
                "GroundTargetedProjectile",
                "Area",
                "UsableWhileMoving",
                "Barrageable",
                "CanBecomeArrowRain",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "electrocute",
                  "label": "Electrocution",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 55,
                    "end": 60,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 62,
                    "end": 75,
                    "raw": "[Hit|Hitting]",
                    "leftKey": "Hit",
                    "label": "Hitting",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 148,
                    "end": 169,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 189,
                    "end": 216,
                    "raw": "[Electrocute|Electrocution]",
                    "leftKey": "Electrocute",
                    "label": "Electrocution",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 261,
                    "end": 287,
                    "raw": "[Electrocute|Electrocuted]",
                    "leftKey": "Electrocute",
                    "label": "Electrocuted",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 69,
                    "raw": "[Electrocute|Electrocuting]",
                    "leftKey": "Electrocute",
                    "label": "Electrocuting",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:401",
                "baseItemId": "Metadata/Items/Gem/SkillGemElectrocutingArrow",
                "activeSkillId": "electrocuting_arrow",
                "grantedEffectId": "ElectrocutingArrowPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/electrocuting_arrow.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerElectrocutingRodSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ElectrocutingRodSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-41",
              "name": "Enervating Nova",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/80f4170657b73fc30de8fdbd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.",
              "descriptionMarkup": "Unleash a [Nova] of [Lightning] damage to [Electrocute] enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies [Hit] can be [Electrocute|Electrocuted] by all [Lightning] damage for a short duration.",
              "explicitMods": [
                {
                  "line": "Deals (1 - 14) to (7 - 265) Lightning Damage",
                  "short": "Deals (1 - 14) to (7 - 265) Lightning Damage",
                  "maxLine": "Deals (1 - 14) to (7 - 265) Lightning Damage",
                  "maxShort": "Deals (1 - 14) to (7 - 265) Lightning Damage",
                  "q20Line": "Deals (1 - 14) to (7 - 265) Lightning Damage",
                  "q20Short": "Deals (1 - 14) to (7 - 265) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enervating_nova.csd"
                },
                {
                  "line": "Ring outer radius is 2.6 metres",
                  "short": "Ring outer radius is 2.6 metres",
                  "maxLine": "Ring outer radius is 2.6 metres",
                  "maxShort": "Ring outer radius is 2.6 metres",
                  "q20Line": "Ring outer radius is 2.6 metres",
                  "q20Short": "Ring outer radius is 2.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enervating_nova.csd"
                },
                {
                  "line": "Ring inner radius is 1 metre",
                  "short": "Ring inner radius is 1 metre",
                  "maxLine": "Ring inner radius is 1 metre",
                  "maxShort": "Ring inner radius is 1 metre",
                  "q20Line": "Ring inner radius is 1 metre",
                  "q20Short": "Ring inner radius is 1 metre",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enervating_nova.csd"
                },
                {
                  "line": "Enemies Hit receive Electrocution buildup from Lightning damage for 4 second duration",
                  "short": "Enemies Hit receive Electrocution buildup from Lightning damage for 4 second duration",
                  "maxLine": "Enemies Hit receive Electrocution buildup from Lightning damage for 4 second duration",
                  "maxShort": "Enemies Hit receive Electrocution buildup from Lightning damage for 4 second duration",
                  "q20Line": "Enemies Hit receive Electrocution buildup from Lightning damage for 4 second duration",
                  "q20Short": "Enemies Hit receive Electrocution buildup from Lightning damage for 4 second duration",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enervating_nova.csd"
                },
                {
                  "line": "Deals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ring",
                  "short": "Deals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ring",
                  "maxLine": "Deals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ring",
                  "maxShort": "Deals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ring",
                  "q20Line": "Deals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ring",
                  "q20Short": "Deals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ring",
                  "ggpkStatIds": [
                    "new_shock_nova_distance_based_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enervating_nova.csd"
                },
                {
                  "line": "(100 - 157)% more Electrocution buildup",
                  "short": "(100 - 157)% more Electrocution buildup",
                  "maxLine": "(100 - 157)% more Electrocution buildup",
                  "maxShort": "(100 - 157)% more Electrocution buildup",
                  "q20Line": "(100 - 157)% more Electrocution buildup",
                  "q20Short": "(100 - 157)% more Electrocution buildup",
                  "ggpkStatIds": [
                    "active_skill_electrocutes_as_though_dealt_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxLine": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxShort": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "ggpkStatIds": [
                    "base_lightning_damage_can_electrocute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 40)% more Electrocution buildup",
                  "short": "(0 - 40)% more Electrocution buildup",
                  "maxLine": "(0 - 40)% more Electrocution buildup",
                  "maxShort": "(0 - 40)% more Electrocution buildup",
                  "q20Line": "(0 - 40)% more Electrocution buildup",
                  "q20Short": "(0 - 40)% more Electrocution buildup",
                  "ggpkStatIds": [
                    "active_skill_electrocutes_as_though_dealt_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Lightning",
                "Unleashable",
                "AreaSpell",
                "Nova",
                "Cascadable",
                "UsableWhileMoving",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "nova_skills",
                  "label": "Nova",
                  "source": "Nova_Skills",
                  "description": "Nova Skills take effect in a circular area around their user.",
                  "url": "https://poe2db.tw/Nova_Skills",
                  "related": []
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "electrocute",
                  "label": "Electrocute",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 16,
                    "raw": "[Nova]",
                    "leftKey": "Nova",
                    "label": "Nova",
                    "canonicalKey": "nova_skills",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 31,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 55,
                    "raw": "[Electrocute]",
                    "leftKey": "Electrocute",
                    "label": "Electrocute",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 179,
                    "end": 184,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 218,
                    "raw": "[Electrocute|Electrocuted]",
                    "leftKey": "Electrocute",
                    "label": "Electrocuted",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 226,
                    "end": 237,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 16,
                    "raw": "[Nova]",
                    "leftKey": "Nova",
                    "label": "Nova",
                    "canonicalKey": "nova_skills",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 31,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 55,
                    "raw": "[Electrocute]",
                    "leftKey": "Electrocute",
                    "label": "Electrocute",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:41",
                "baseItemId": "Metadata/Items/Gems/SkillGemEnervatingNova",
                "activeSkillId": "enervating_nova",
                "grantedEffectId": "EnervatingNovaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/enervating_nova.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/EnervatingNovaWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-566",
              "name": "Moment of Vulnerability",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Nova · Area · UsableWhileMoving · Damage · Cooldown",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6912686fa979dcae57a71e4a.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.",
              "descriptionMarkup": "Send out a temporal [Nova] to take advantage of enemies' moment of vulnerability. [Hit|Hitting] enemies that are [PrimedStun|Primed for Stun], [PrimedElectrocution|Electrocution], or [PrimedFreeze|Freeze] causes a visage of them to appear, lasting as long as the original target would have been affected by the form of [Immobilised|Immobilisation] used to create the visage. A portion of the damage dealt to visages is also dealt to the original.",
              "explicitMods": [
                {
                  "line": "Deals (1 - 30) to (2 - 46) Physical Damage",
                  "short": "Deals (1 - 30) to (2 - 46) Physical Damage",
                  "maxLine": "Deals (1 - 30) to (2 - 46) Physical Damage",
                  "maxShort": "Deals (1 - 30) to (2 - 46) Physical Damage",
                  "q20Line": "Deals (1 - 30) to (2 - 46) Physical Damage",
                  "q20Short": "Deals (1 - 30) to (2 - 46) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/moment_of_vulnerability.csd"
                },
                {
                  "line": "Nova radius is 4 metres",
                  "short": "Nova radius is 4 metres",
                  "maxLine": "Nova radius is 4 metres",
                  "maxShort": "Nova radius is 4 metres",
                  "q20Line": "Nova radius is 4 metres",
                  "q20Short": "Nova radius is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/moment_of_vulnerability.csd"
                },
                {
                  "line": "10 second delay before enemy can be affected again",
                  "short": "10 second delay before enemy can be affected again",
                  "maxLine": "10 second delay before enemy can be affected again",
                  "maxShort": "10 second delay before enemy can be affected again",
                  "q20Line": "10 second delay before enemy can be affected again",
                  "q20Short": "10 second delay before enemy can be affected again",
                  "ggpkStatIds": [
                    "rip_from_time_immunity_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/moment_of_vulnerability.csd"
                },
                {
                  "line": "(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets",
                  "short": "(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets",
                  "maxLine": "(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets",
                  "maxShort": "(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets",
                  "q20Line": "(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets",
                  "q20Short": "(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets",
                  "ggpkStatIds": [
                    "time_rip_damage_share_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/moment_of_vulnerability.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets",
                  "short": "+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets",
                  "maxLine": "+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets",
                  "maxShort": "+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets",
                  "q20Line": "+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets",
                  "q20Short": "+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets",
                  "ggpkStatIds": [
                    "time_rip_damage_share_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/moment_of_vulnerability.csd"
                }
              ],
              "tags": [
                "Spell",
                "Nova",
                "Area",
                "UsableWhileMoving",
                "Damage",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "nova_skills",
                  "label": "Nova",
                  "source": "Nova_Skills",
                  "description": "Nova Skills take effect in a circular area around their user.",
                  "url": "https://poe2db.tw/Nova_Skills",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hitting",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "primedstun",
                  "label": "Primed for Stun",
                  "source": "PrimedStun",
                  "description": "Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Stun",
                  "related": [
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "primedelectrocution",
                  "label": "Electrocution",
                  "source": "PrimedElectrocution",
                  "description": "Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Electrocution",
                  "related": [
                    {
                      "key": "electrocute",
                      "label": "Electrocute",
                      "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                      "url": "https://poe2db.tw/us/Electrocution",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "primedfreeze",
                  "label": "Freeze",
                  "source": "PrimedFreeze",
                  "description": "Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Freeze",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "immobilised",
                  "label": "Immobilisation",
                  "source": "Immobilised",
                  "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                  "url": "https://poe2db.tw/Immobilised",
                  "related": [
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": [
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "pinned",
                      "label": "Pinned",
                      "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                      "url": "https://poe2db.tw/Pinned",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "electrocute",
                      "label": "Electrocute",
                      "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                      "url": "https://poe2db.tw/us/Electrocution",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 26,
                    "raw": "[Nova]",
                    "leftKey": "Nova",
                    "label": "Nova",
                    "canonicalKey": "nova_skills",
                    "resolved": true
                  },
                  {
                    "start": 82,
                    "end": 95,
                    "raw": "[Hit|Hitting]",
                    "leftKey": "Hit",
                    "label": "Hitting",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 141,
                    "raw": "[PrimedStun|Primed for Stun]",
                    "leftKey": "PrimedStun",
                    "label": "Primed for Stun",
                    "canonicalKey": "primedstun",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 178,
                    "raw": "[PrimedElectrocution|Electrocution]",
                    "leftKey": "PrimedElectrocution",
                    "label": "Electrocution",
                    "canonicalKey": "primedelectrocution",
                    "resolved": true
                  },
                  {
                    "start": 183,
                    "end": 204,
                    "raw": "[PrimedFreeze|Freeze]",
                    "leftKey": "PrimedFreeze",
                    "label": "Freeze",
                    "canonicalKey": "primedfreeze",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 347,
                    "raw": "[Immobilised|Immobilisation]",
                    "leftKey": "Immobilised",
                    "label": "Immobilisation",
                    "canonicalKey": "immobilised",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:566",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyMomentOfVulnerability",
                "activeSkillId": "moment_of_vulnerability",
                "grantedEffectId": "MomentOfVulnerabilityPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/moment_of_vulnerability.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/passives/DruidOracleRipFromTimeSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-619",
              "name": "Shockchain Arrow",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · MirageArcherCanUse · Area · Projectile · ProjectilesFromUser · Totemable",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3b6077de08dbde984c807525.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1794e7720bd2fa9d41155348.webp",
              "description": "Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.",
              "descriptionMarkup": "Fire a [Lightning]-charged arrow that homes in on enemies afflicted by [LightningAilment|Lightning Ailments]. Hitting such an enemy will cause your arrow to release a damaging shockwave and [Chain] towards nearby targets, with those [Chain|Chaining] [Hit|Hits] also releasing a shockwave. After the final [Chain], the arrow lodges into the ground as a Lightning Rod. [Consume|Consumes] [Shock] from enemies it [Hit|Hits], but not [Electrocute|Electrocution].",
              "explicitMods": [
                {
                  "line": "Projectile Chains 3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each Hit",
                  "short": "Projectile Chains 3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each Hit",
                  "maxLine": "Projectile Chains 3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each Hit",
                  "maxShort": "Projectile Chains 3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each Hit",
                  "q20Line": "Projectile Chains 3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each Hit",
                  "q20Short": "Projectile Chains 3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each Hit",
                  "ggpkStatIds": [
                    "shockchain_arrow_X_additional_chains_on_first_hitting_shocked_or_electrocuted_enemy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shockchain_arrow/statset_0.csd"
                },
                {
                  "line": "Arrow duration is 20 seconds",
                  "short": "Arrow duration is 20 seconds",
                  "maxLine": "Arrow duration is 20 seconds",
                  "maxShort": "Arrow duration is 20 seconds",
                  "q20Line": "Arrow duration is 20 seconds",
                  "q20Short": "Arrow duration is 20 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shockchain_arrow/statset_0.csd"
                },
                {
                  "line": "Arrow disappears after being Chained to 8 times",
                  "short": "Arrow disappears after being Chained to 8 times",
                  "maxLine": "Arrow disappears after being Chained to 8 times",
                  "maxShort": "Arrow disappears after being Chained to 8 times",
                  "q20Line": "Arrow disappears after being Chained to 8 times",
                  "q20Short": "Arrow disappears after being Chained to 8 times",
                  "ggpkStatIds": [
                    "lightning_rod_number_of_chains_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shockchain_arrow/statset_0.csd"
                },
                {
                  "line": "Maximum 10 active Arrows",
                  "short": "Maximum 10 active Arrows",
                  "maxLine": "Maximum 10 active Arrows",
                  "maxShort": "Maximum 10 active Arrows",
                  "q20Line": "Maximum 10 active Arrows",
                  "q20Short": "Maximum 10 active Arrows",
                  "ggpkStatIds": [
                    "number_of_lightning_rods_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shockchain_arrow/statset_0.csd"
                },
                {
                  "line": "Cannot Shock",
                  "short": "Cannot Shock",
                  "maxLine": "Cannot Shock",
                  "maxShort": "Cannot Shock",
                  "q20Line": "Cannot Shock",
                  "q20Short": "Cannot Shock",
                  "ggpkStatIds": [
                    "never_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Lightning damage",
                  "short": "Converts 80% of Physical damage to Lightning damage",
                  "maxLine": "Converts 80% of Physical damage to Lightning damage",
                  "maxShort": "Converts 80% of Physical damage to Lightning damage",
                  "q20Line": "Converts 80% of Physical damage to Lightning damage",
                  "q20Short": "Converts 80% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 2.5 metres",
                  "short": "Shockwave radius is 2.5 metres",
                  "maxLine": "Shockwave radius is 2.5 metres",
                  "maxShort": "Shockwave radius is 2.5 metres",
                  "q20Line": "Shockwave radius is 2.5 metres",
                  "q20Short": "Shockwave radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shockchain_arrow/statset_1.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Lightning Damage",
                  "short": "(0 - 20)% more Lightning Damage",
                  "maxLine": "(0 - 20)% more Lightning Damage",
                  "maxShort": "(0 - 20)% more Lightning Damage",
                  "q20Line": "(0 - 20)% more Lightning Damage",
                  "q20Short": "(0 - 20)% more Lightning Damage",
                  "ggpkStatIds": [
                    "active_skill_lightning_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "MirageArcherCanUse",
                "Area",
                "Projectile",
                "ProjectilesFromUser",
                "Totemable",
                "Trappable",
                "Mineable",
                "Lightning",
                "Triggerable",
                "Barrageable",
                "UsableWhileMoving",
                "CanBecomeArrowRain",
                "Chains",
                "SkillConsumesShock",
                "Bow",
                "ObjectDurability"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "lightningailment",
                  "label": "Lightning Ailments",
                  "source": "LightningAilment",
                  "description": "Shock and Electrocute are Lightning Ailments .",
                  "url": "https://poe2db.tw/us/Lightning_Ailments",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "electrocute",
                      "label": "Electrocute",
                      "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                      "url": "https://poe2db.tw/us/Electrocution",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "chain",
                  "label": "Chain",
                  "source": "Chain",
                  "description": "Effects that Chain are redirected to another target after colliding with an enemy.\nProjectiles Splitting , Piercing or Forking take priority over Chaining.\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.",
                  "url": "https://poe2db.tw/Chain",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "pierce",
                      "label": "Pierce",
                      "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                      "url": "https://poe2db.tw/Pierce",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "electrocute",
                  "label": "Electrocution",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 7,
                    "end": 18,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 71,
                    "end": 108,
                    "raw": "[LightningAilment|Lightning Ailments]",
                    "leftKey": "LightningAilment",
                    "label": "Lightning Ailments",
                    "canonicalKey": "lightningailment",
                    "resolved": true
                  },
                  {
                    "start": 190,
                    "end": 197,
                    "raw": "[Chain]",
                    "leftKey": "Chain",
                    "label": "Chain",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 233,
                    "end": 249,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 250,
                    "end": 260,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 305,
                    "end": 312,
                    "raw": "[Chain]",
                    "leftKey": "Chain",
                    "label": "Chain",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 367,
                    "end": 385,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 386,
                    "end": 393,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 410,
                    "end": 420,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 430,
                    "end": 457,
                    "raw": "[Electrocute|Electrocution]",
                    "leftKey": "Electrocute",
                    "label": "Electrocution",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 29,
                    "end": 45,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 58,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 62,
                    "end": 75,
                    "raw": "[Hit|Hitting]",
                    "leftKey": "Hit",
                    "label": "Hitting",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 78,
                    "end": 93,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 123,
                    "raw": "[Electrocute|Electrocuted]",
                    "leftKey": "Electrocute",
                    "label": "Electrocuted",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:619",
                "baseItemId": "Metadata/Items/Gem/SkillGemShockchainArrow",
                "activeSkillId": "shockchain_arrow",
                "grantedEffectId": "ShockchainArrowPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/shockchain_arrow/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/shockchain_arrow/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerShockchainSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerShockchainArrowSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1183",
              "name": "Voltaic Barrier",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Wall · Lightning · UsableWhileMoving · Totemable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4b0fd5d806ad328eb7e8a94c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d28b0ae29aa9d90b17c663a1.webp",
              "description": "Spend Runic Ward to raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.",
              "descriptionMarkup": "Spend [Ward|Runic Ward] to raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and [Electrocute|Electrocuting] enemies caught between them. [Projectile|Projectiles] you fire through the wall become energised, and discharge that energy on [Hit] as [Chain|Chaining] [Lightning] beams.",
              "explicitMods": [
                {
                  "line": "Wall length is 6 metres",
                  "short": "Wall length is 6 metres",
                  "maxLine": "Wall length is 6 metres",
                  "maxShort": "Wall length is 6 metres",
                  "q20Line": "Wall length is 6 metres",
                  "q20Short": "Wall length is 6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/voltaic_barrier.csd"
                },
                {
                  "line": "Wall duration is 6 seconds",
                  "short": "Wall duration is 6 seconds",
                  "maxLine": "Wall duration is 6 seconds",
                  "maxShort": "Wall duration is 6 seconds",
                  "q20Line": "Wall duration is 6 seconds",
                  "q20Short": "Wall duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/voltaic_barrier.csd"
                },
                {
                  "line": "Wall Hits enemies every 0.25 seconds",
                  "short": "Wall Hits enemies every 0.25 seconds",
                  "maxLine": "Wall Hits enemies every 0.25 seconds",
                  "maxShort": "Wall Hits enemies every 0.25 seconds",
                  "q20Line": "Wall Hits enemies every 0.25 seconds",
                  "q20Short": "Wall Hits enemies every 0.25 seconds",
                  "ggpkStatIds": [
                    "voltaic_barrier_damage_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/voltaic_barrier.csd"
                },
                {
                  "line": "300% more Electrocution buildup",
                  "short": "300% more Electrocution buildup",
                  "maxLine": "300% more Electrocution buildup",
                  "maxShort": "300% more Electrocution buildup",
                  "q20Line": "300% more Electrocution buildup",
                  "q20Short": "300% more Electrocution buildup",
                  "ggpkStatIds": [
                    "active_skill_electrocutes_as_though_dealt_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxLine": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "maxShort": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Line": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "q20Short": "Lightning damage from this skill Contributes to Electrocution Buildup",
                  "ggpkStatIds": [
                    "base_lightning_damage_can_electrocute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Cannot Shock",
                  "short": "Cannot Shock",
                  "maxLine": "Cannot Shock",
                  "maxShort": "Cannot Shock",
                  "q20Line": "Cannot Shock",
                  "q20Short": "Cannot Shock",
                  "ggpkStatIds": [
                    "never_shock"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Beam targeting radius is 2 metres",
                  "short": "Beam targeting radius is 2 metres",
                  "maxLine": "Beam targeting radius is 2 metres",
                  "maxShort": "Beam targeting radius is 2 metres",
                  "q20Line": "Beam targeting radius is 2 metres",
                  "q20Short": "Beam targeting radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/voltaic_barrier_triggered_chain_lightning.csd"
                },
                {
                  "line": "Fires beams at up to 3 additional Enemies near the target",
                  "short": "Fires beams at up to 3 additional Enemies near the target",
                  "maxLine": "Fires beams at up to 3 additional Enemies near the target",
                  "maxShort": "Fires beams at up to 3 additional Enemies near the target",
                  "q20Line": "Fires beams at up to 3 additional Enemies near the target",
                  "q20Short": "Fires beams at up to 3 additional Enemies near the target",
                  "ggpkStatIds": [
                    "voltaic_barrier_trigger_maximum_number_of_extra_targets"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/voltaic_barrier_triggered_chain_lightning.csd"
                },
                {
                  "line": "Chains 3 times",
                  "short": "Chains 3 times",
                  "maxLine": "Chains 3 times",
                  "maxShort": "Chains 3 times",
                  "q20Line": "Chains 3 times",
                  "q20Short": "Chains 3 times",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 40)% increased Skill Effect Duration",
                  "short": "(0 - 40)% increased Skill Effect Duration",
                  "maxLine": "(0 - 40)% increased Skill Effect Duration",
                  "maxShort": "(0 - 40)% increased Skill Effect Duration",
                  "q20Line": "(0 - 40)% increased Skill Effect Duration",
                  "q20Short": "(0 - 40)% increased Skill Effect Duration",
                  "ggpkStatIds": [
                    "skill_effect_duration_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Wall",
                "Lightning",
                "UsableWhileMoving",
                "Totemable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ward",
                  "label": "Runic Ward",
                  "source": "Ward",
                  "description": "Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.\nRunic Ward constantly regenerates at a default rate of 5% per second.\nMonsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .",
                  "url": "https://poe2db.tw/us/Runic_Ward",
                  "related": [
                    {
                      "key": "cullingstrike",
                      "label": "CullingStrike",
                      "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                      "url": "https://poe2db.tw/us/Culling_Strike",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "electrocute",
                  "label": "Electrocuting",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "chain",
                  "label": "Chaining",
                  "source": "Chain",
                  "description": "Effects that Chain are redirected to another target after colliding with an enemy.\nProjectiles Splitting , Piercing or Forking take priority over Chaining.\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.",
                  "url": "https://poe2db.tw/Chain",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    },
                    {
                      "key": "split",
                      "label": "Split",
                      "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                      "url": "https://poe2db.tw/Split",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "pierce",
                      "label": "Pierce",
                      "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                      "url": "https://poe2db.tw/Pierce",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "fork",
                      "label": "Fork",
                      "description": "Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.",
                      "url": "https://poe2db.tw/Fork",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        },
                        {
                          "key": "split",
                          "label": "Split",
                          "description": "The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.",
                          "url": "https://poe2db.tw/Split",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pierce",
                          "label": "Pierce",
                          "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                          "url": "https://poe2db.tw/Pierce",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 6,
                    "end": 23,
                    "raw": "[Ward|Runic Ward]",
                    "leftKey": "Ward",
                    "label": "Runic Ward",
                    "canonicalKey": "ward",
                    "resolved": true
                  },
                  {
                    "start": 141,
                    "end": 168,
                    "raw": "[Electrocute|Electrocuting]",
                    "leftKey": "Electrocute",
                    "label": "Electrocuting",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 198,
                    "end": 222,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 296,
                    "end": 301,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 305,
                    "end": 321,
                    "raw": "[Chain|Chaining]",
                    "leftKey": "Chain",
                    "label": "Chaining",
                    "canonicalKey": "chain",
                    "resolved": true
                  },
                  {
                    "start": 322,
                    "end": 333,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 34,
                    "end": 60,
                    "raw": "[Electrocute|Electrocutes]",
                    "leftKey": "Electrocute",
                    "label": "Electrocutes",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 88,
                    "end": 112,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1183",
                "baseItemId": "Metadata/Items/Gems/SkillGemVoltaicBarrier",
                "activeSkillId": "voltaic_barrier",
                "grantedEffectId": "VoltaicBarrierPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/voltaic_barrier.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ExpeditionCracklingBarrier.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ExpeditionCracklingBarrierGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Lightning damage causes Electrocution buildup.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 14,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Electrocute",
              "Electrocution"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/recieveelectrocutiondebuff-b8edc0f73480c292.webp",
            "definitionRow": 2802,
            "visualRow": 2498,
            "visualId": "receive_electrocution_buildup",
            "ggpkPath": "Art/2DArt/BuffIcons/RecieveElectrocutionDebuff.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "a48ab578e10bf0c54183cde793b4ec9b57133e17a37658d4ce179f995fd15a3f"
          }
        },
        {
          "id": "poison",
          "title": "Poisoned",
          "description": "Debuff inflicts Chaos damage over time which bypasses Energy Shield.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 13,
            "id": "poison",
            "rawName": "Poisoned",
            "rawDescription": "Debuff inflicts [Chaos] damage over time which bypasses [EnergyShield|Energy Shield].",
            "statIds": [
              "base_poison_damage_taken_per_minute",
              "armour_break_rate_per_minute_from_poison",
              "num_poisons"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-548",
              "name": "Acidic Concoction",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · ProjectilesFromUser · Triggerable · Area · Projectile · UsableWhileMoving · ProjectileNoCollision",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d4ae398f9c51b353ff1467cd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack.",
              "descriptionMarkup": "Consume charges from your Mana [Flask] to throw a flask that explodes, dealing [Physical] [Attack] damage in an area. The thrown flask [Consume|Consumes] [Poison] on [Hit] to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an [UnarmedAttack|Unarmed Attack].",
              "explicitMods": [
                {
                  "line": "Explosion radius is 1.8 metres",
                  "short": "Explosion radius is 1.8 metres",
                  "maxLine": "Explosion radius is 1.8 metres",
                  "maxShort": "Explosion radius is 1.8 metres",
                  "q20Line": "Explosion radius is 1.8 metres",
                  "q20Short": "Explosion radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/acidic_concoction.csd"
                },
                {
                  "line": "Cannot Poison",
                  "short": "Cannot Poison",
                  "maxLine": "Cannot Poison",
                  "maxShort": "Cannot Poison",
                  "q20Line": "Cannot Poison",
                  "q20Short": "Cannot Poison",
                  "ggpkStatIds": [
                    "cannot_poison"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/acidic_concoction.csd"
                },
                {
                  "line": "Consumes 5 Charges from your Mana Flask",
                  "short": "Consumes 5 Charges from your Mana Flask",
                  "maxLine": "Consumes 5 Charges from your Mana Flask",
                  "maxShort": "Consumes 5 Charges from your Mana Flask",
                  "q20Line": "Consumes 5 Charges from your Mana Flask",
                  "q20Short": "Consumes 5 Charges from your Mana Flask",
                  "ggpkStatIds": [
                    "flask_throw_base_charges_used"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(7 - 196) to (11 - 294) base Physical Damage",
                  "short": "(7 - 196) to (11 - 294) base Physical Damage",
                  "maxLine": "(7 - 196) to (11 - 294) base Physical Damage",
                  "maxShort": "(7 - 196) to (11 - 294) base Physical Damage",
                  "q20Line": "(7 - 196) to (11 - 294) base Physical Damage",
                  "q20Short": "(7 - 196) to (11 - 294) base Physical Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_physical_damage",
                    "main_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Burst radius is 1.5 metres",
                  "short": "Burst radius is 1.5 metres",
                  "maxLine": "Burst radius is 1.5 metres",
                  "maxShort": "Burst radius is 1.5 metres",
                  "q20Line": "Burst radius is 1.5 metres",
                  "q20Short": "Burst radius is 1.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/acidic_concoction.csd"
                },
                {
                  "line": "Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison",
                  "short": "Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison",
                  "maxLine": "Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison",
                  "maxShort": "Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison",
                  "q20Line": "Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison",
                  "q20Short": "Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison",
                  "ggpkStatIds": [
                    "poison_concoction_poison_burst_physical_damage_equal_to_%_of_strongest_active_poison"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/acidic_concoction.csd"
                },
                {
                  "line": "30% more Area of Effect per Poison affecting the Enemy",
                  "short": "30% more Area of Effect per Poison affecting the Enemy",
                  "maxLine": "30% more Area of Effect per Poison affecting the Enemy",
                  "maxShort": "30% more Area of Effect per Poison affecting the Enemy",
                  "q20Line": "30% more Area of Effect per Poison affecting the Enemy",
                  "q20Short": "30% more Area of Effect per Poison affecting the Enemy",
                  "ggpkStatIds": [
                    "poisonous_concoction_area_of_effect_+%_final_per_active_poison_consumed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/acidic_concoction.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Explosion radius is (0 - 0.4) metres",
                  "short": "Explosion radius is (0 - 0.4) metres",
                  "maxLine": "Explosion radius is (0 - 0.4) metres",
                  "maxShort": "Explosion radius is (0 - 0.4) metres",
                  "q20Line": "Explosion radius is (0 - 0.4) metres",
                  "q20Short": "Explosion radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/acidic_concoction.csd"
                }
              ],
              "tags": [
                "Attack",
                "ProjectilesFromUser",
                "Triggerable",
                "Area",
                "Projectile",
                "UsableWhileMoving",
                "ProjectileNoCollision",
                "Physical",
                "GroundTargetedProjectile"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "flask",
                  "label": "Flask",
                  "source": "Flask",
                  "description": "Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.\nNormal enemies grant Flask charges equal to half their Power\nMagic enemies grant Flask charges equal to their Power\nRare and Unique enemies grant Flask charges equal to twice their Power\nCheckpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.",
                  "url": "https://poe2db.tw/us/Flasks",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "wells",
                      "label": "Wells",
                      "description": "Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.",
                      "url": "https://poe2db.tw/us/Wells",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "poison",
                  "label": "Poison",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "unarmedattack",
                  "label": "Unarmed Attack",
                  "source": "UnarmedAttack",
                  "description": "Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon .\nAttacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.",
                  "url": "https://poe2db.tw/us/Unarmed_Attacks",
                  "related": [
                    {
                      "key": "unarmed",
                      "label": "Unarmed",
                      "description": "You are considered Unarmed while you have no equipped Martial or Caster Weapon .",
                      "url": "https://poe2db.tw/Unarmed",
                      "related": [
                        {
                          "key": "martialweapon",
                          "label": "MartialWeapon",
                          "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                          "url": "https://poe2db.tw/us/Martial_Weapons",
                          "related": [
                            {
                              "key": "axe",
                              "label": "Axe",
                              "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                              "url": "https://poe2db.tw/us/Axes",
                              "related": []
                            },
                            {
                              "key": "bow",
                              "label": "Bow",
                              "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                              "url": "https://poe2db.tw/us/Bows",
                              "related": []
                            },
                            {
                              "key": "crossbow",
                              "label": "Crossbow",
                              "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                              "url": "https://poe2db.tw/us/Crossbows",
                              "related": []
                            },
                            {
                              "key": "mace",
                              "label": "Mace",
                              "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                              "url": "https://poe2db.tw/us/Maces",
                              "related": []
                            },
                            {
                              "key": "quarterstaff",
                              "label": "Quarterstaff",
                              "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                              "url": "https://poe2db.tw/us/Quarterstaves",
                              "related": []
                            },
                            {
                              "key": "spear",
                              "label": "Spear",
                              "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                              "url": "https://poe2db.tw/us/Spears",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "talisman",
                              "label": "Talisman",
                              "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                              "url": "https://poe2db.tw/us/Talismans",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "unarmeddamage",
                      "label": "UnarmedDamage",
                      "description": "Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack Hit Damage .\nPlayers' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength .\nOther Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.",
                      "url": "https://poe2db.tw/us/Unarmed_Damage",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "unarmed",
                          "label": "Unarmed",
                          "description": "You are considered Unarmed while you have no equipped Martial or Caster Weapon .",
                          "url": "https://poe2db.tw/Unarmed",
                          "related": [
                            {
                              "key": "martialweapon",
                              "label": "MartialWeapon",
                              "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                              "url": "https://poe2db.tw/us/Martial_Weapons",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "martialweapon",
                      "label": "MartialWeapon",
                      "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                      "url": "https://poe2db.tw/us/Martial_Weapons",
                      "related": [
                        {
                          "key": "axe",
                          "label": "Axe",
                          "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                          "url": "https://poe2db.tw/us/Axes",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bow",
                          "label": "Bow",
                          "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                          "url": "https://poe2db.tw/us/Bows",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "quiver",
                              "label": "Quiver",
                              "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                              "url": "https://poe2db.tw/us/Quivers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "crossbow",
                          "label": "Crossbow",
                          "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                          "url": "https://poe2db.tw/us/Crossbows",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "crossbow_ammunition_skills",
                              "label": "Crossbow_Ammunition_Skills",
                              "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                              "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "mace",
                          "label": "Mace",
                          "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                          "url": "https://poe2db.tw/us/Maces",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "quarterstaff",
                          "label": "Quarterstaff",
                          "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                          "url": "https://poe2db.tw/us/Quarterstaves",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "spear",
                          "label": "Spear",
                          "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                          "url": "https://poe2db.tw/us/Spears",
                          "related": [
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "talisman",
                          "label": "Talisman",
                          "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                          "url": "https://poe2db.tw/us/Talismans",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            },
                            {
                              "key": "shapeshifting",
                              "label": "Shapeshifting",
                              "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                              "url": "https://poe2db.tw/Shapeshifting",
                              "related": []
                            },
                            {
                              "key": "triggered_skills",
                              "label": "Triggered_Skills",
                              "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                              "url": "https://poe2db.tw/Triggered_Skills",
                              "related": []
                            },
                            {
                              "key": "persistent_skills",
                              "label": "Persistent_Skills",
                              "description": "Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.",
                              "url": "https://poe2db.tw/Persistent_Skills",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 31,
                    "end": 38,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 89,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 90,
                    "end": 98,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 135,
                    "end": 153,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 154,
                    "end": 162,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 166,
                    "end": 171,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 276,
                    "end": 306,
                    "raw": "[UnarmedAttack|Unarmed Attack]",
                    "leftKey": "UnarmedAttack",
                    "label": "Unarmed Attack",
                    "canonicalKey": "unarmedattack",
                    "resolved": true
                  },
                  {
                    "start": 13,
                    "end": 20,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:548",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyPoisonousConcoction",
                "activeSkillId": "acidic_concoction",
                "grantedEffectId": "AcidicConcoctionPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/acidic_concoction.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerBrewConcoctionPoisonSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-977",
              "name": "Bursting Fen Toad",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Chaos · Physical · Triggered · InbuiltTrigger · Triggerable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f960116003d8648e3c98a02e.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c76f0762dbdfc54dfb55c84b.webp",
              "description": "This skill creates a toad that jumps around briefly, the toad then explodes, dealing Attack damage in an area and inflicting Poison. Damage you deal with this skill is not based on your Weapon.",
              "descriptionMarkup": "This skill creates a toad that jumps around briefly, the toad then explodes, dealing [Attack] damage in an area and inflicting [Poison].  Damage you deal with this skill is not based on your [MartialWeapon|Weapon].",
              "explicitMods": [
                {
                  "line": "25% chance to Trigger this Skill on Kill",
                  "short": "25% chance to Trigger this Skill on Kill",
                  "maxLine": "25% chance to Trigger this Skill on Kill",
                  "maxShort": "25% chance to Trigger this Skill on Kill",
                  "q20Line": "25% chance to Trigger this Skill on Kill",
                  "q20Short": "25% chance to Trigger this Skill on Kill",
                  "ggpkStatIds": [
                    "trigger_toad_spawn_chance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/exploding_poison_toad.csd"
                },
                {
                  "line": "Toad Explosion radius is 2.5 metres",
                  "short": "Toad Explosion radius is 2.5 metres",
                  "maxLine": "Toad Explosion radius is 2.5 metres",
                  "maxShort": "Toad Explosion radius is 2.5 metres",
                  "q20Line": "Toad Explosion radius is 2.5 metres",
                  "q20Short": "Toad Explosion radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/exploding_poison_toad.csd"
                },
                {
                  "line": "100% chance to Poison on Hit",
                  "short": "100% chance to Poison on Hit",
                  "maxLine": "100% chance to Poison on Hit",
                  "maxShort": "100% chance to Poison on Hit",
                  "q20Line": "100% chance to Poison on Hit",
                  "q20Short": "100% chance to Poison on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_poison_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/exploding_poison_toad.csd"
                },
                {
                  "line": "(6 - 171) to (9 - 256) Base Physical Damage",
                  "short": "(6 - 171) to (9 - 256) Base Physical Damage",
                  "maxLine": "(6 - 171) to (9 - 256) Base Physical Damage",
                  "maxShort": "(6 - 171) to (9 - 256) Base Physical Damage",
                  "q20Line": "(6 - 171) to (9 - 256) Base Physical Damage",
                  "q20Short": "(6 - 171) to (9 - 256) Base Physical Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_physical_damage",
                    "main_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/exploding_poison_toad.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% chance to Trigger this Skill on Kill",
                  "short": "(0 - 10)% chance to Trigger this Skill on Kill",
                  "maxLine": "(0 - 10)% chance to Trigger this Skill on Kill",
                  "maxShort": "(0 - 10)% chance to Trigger this Skill on Kill",
                  "q20Line": "(0 - 10)% chance to Trigger this Skill on Kill",
                  "q20Short": "(0 - 10)% chance to Trigger this Skill on Kill",
                  "ggpkStatIds": [
                    "trigger_toad_spawn_chance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/exploding_poison_toad.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Chaos",
                "Physical",
                "Triggered",
                "InbuiltTrigger",
                "Triggerable",
                "NonWeaponAttack",
                "NoAttackOrCastTime",
                "UseGlobalStats",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "poison",
                  "label": "Poison",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "martialweapon",
                  "label": "Weapon",
                  "source": "MartialWeapon",
                  "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                  "url": "https://poe2db.tw/us/Martial_Weapons",
                  "related": [
                    {
                      "key": "axe",
                      "label": "Axe",
                      "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                      "url": "https://poe2db.tw/us/Axes",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "bow",
                      "label": "Bow",
                      "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                      "url": "https://poe2db.tw/us/Bows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "quiver",
                          "label": "Quiver",
                          "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                          "url": "https://poe2db.tw/us/Quivers",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "crossbow",
                      "label": "Crossbow",
                      "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                      "url": "https://poe2db.tw/us/Crossbows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "crossbow_ammunition_skills",
                          "label": "Crossbow_Ammunition_Skills",
                          "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                          "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "knockback",
                              "label": "Knockback",
                              "description": "Knockback pushes Enemies away when Hit .",
                              "url": "https://poe2db.tw/Knockback",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "mace",
                      "label": "Mace",
                      "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                      "url": "https://poe2db.tw/us/Maces",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "quarterstaff",
                      "label": "Quarterstaff",
                      "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                      "url": "https://poe2db.tw/us/Quarterstaves",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "intelligence",
                          "label": "Intelligence",
                          "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Intelligence",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "spear",
                      "label": "Spear",
                      "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                      "url": "https://poe2db.tw/us/Spears",
                      "related": [
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "sword",
                      "label": "Sword",
                      "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                      "url": "https://poe2db.tw/us/Swords",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "one_handed",
                          "label": "One-Handed",
                          "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                          "url": "https://poe2db.tw/us/One-Handed",
                          "related": []
                        },
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "talisman",
                      "label": "Talisman",
                      "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                      "url": "https://poe2db.tw/us/Talismans",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "intelligence",
                          "label": "Intelligence",
                          "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Intelligence",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shapeshifting",
                          "label": "Shapeshifting",
                          "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                          "url": "https://poe2db.tw/Shapeshifting",
                          "related": []
                        },
                        {
                          "key": "triggered_skills",
                          "label": "Triggered_Skills",
                          "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                          "url": "https://poe2db.tw/Triggered_Skills",
                          "related": [
                            {
                              "key": "channelling",
                              "label": "Channelling",
                              "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                              "url": "https://poe2db.tw/Channelling",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "persistent_skills",
                          "label": "Persistent_Skills",
                          "description": "Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.",
                          "url": "https://poe2db.tw/Persistent_Skills",
                          "related": [
                            {
                              "key": "reservation",
                              "label": "Reservation",
                              "description": "Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.",
                              "url": "https://poe2db.tw/Reservation",
                              "related": []
                            },
                            {
                              "key": "spirit",
                              "label": "Spirit",
                              "description": "Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.\nWeapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .",
                              "url": "https://poe2db.tw/Spirit",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 85,
                    "end": 93,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 127,
                    "end": 135,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 191,
                    "end": 213,
                    "raw": "[MartialWeapon|Weapon]",
                    "leftKey": "MartialWeapon",
                    "label": "Weapon",
                    "canonicalKey": "martialweapon",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:977",
                "baseItemId": "Metadata/Items/Gem/SkillGemExplodingPoisonToad",
                "activeSkillId": "exploding_poison_toad",
                "grantedEffectId": "ExplodingPoisonToadPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/exploding_poison_toad.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MurkshaftToads.dds",
                "itemDdsPath": "Art/2DItems/Gems/Fireball.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-413",
              "name": "Decompose",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Trappable · Totemable · Mineable · AreaSpell",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4706a9c32915f6ac4b4af532.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.",
              "descriptionMarkup": "Consume a [Corpse] to create a cloud of flammable [Poison|Poisonous] gas. Any [Burning|Burning] effects or Detonator skills will explode the gas cloud, creating a fiery explosion.",
              "explicitMods": [
                {
                  "line": "Cloud radius is 1.6 metres",
                  "short": "Cloud radius is 1.6 metres",
                  "maxLine": "Cloud radius is 1.6 metres",
                  "maxShort": "Cloud radius is 1.6 metres",
                  "q20Line": "Cloud radius is 1.6 metres",
                  "q20Short": "Cloud radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/corpse_cloud/statset_0.csd"
                },
                {
                  "line": "Cloud duration is 4 seconds",
                  "short": "Cloud duration is 4 seconds",
                  "maxLine": "Cloud duration is 4 seconds",
                  "maxShort": "Cloud duration is 4 seconds",
                  "q20Line": "Cloud duration is 4 seconds",
                  "q20Short": "Cloud duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/corpse_cloud/statset_0.csd"
                },
                {
                  "line": "Poisons enemies as though dealing Chaos damage equal to 10% of Corpse's maximum Life",
                  "short": "Poisons enemies as though dealing Chaos damage equal to 10% of Corpse's maximum Life",
                  "maxLine": "Poisons enemies as though dealing Chaos damage equal to 10% of Corpse's maximum Life",
                  "maxShort": "Poisons enemies as though dealing Chaos damage equal to 10% of Corpse's maximum Life",
                  "q20Line": "Poisons enemies as though dealing Chaos damage equal to 10% of Corpse's maximum Life",
                  "q20Short": "Poisons enemies as though dealing Chaos damage equal to 10% of Corpse's maximum Life",
                  "ggpkStatIds": [
                    "corpse_explosion_monster_life_permillage_chaos"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "short": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "maxLine": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "maxShort": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "q20Line": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "q20Short": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "ggpkStatIds": [
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second",
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second_max",
                    "quality_display_active_skill_ground_effect_area_of_effect_+%_final_per_second_max_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Limit 6 Poison Clouds",
                  "short": "Limit 6 Poison Clouds",
                  "maxLine": "Limit 6 Poison Clouds",
                  "maxShort": "Limit 6 Poison Clouds",
                  "q20Line": "Limit 6 Poison Clouds",
                  "q20Short": "Limit 6 Poison Clouds",
                  "ggpkStatIds": [
                    "number_of_poison_cloud_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Deals (9 - 398) to (14 - 598) Fire Damage",
                  "short": "Deals (9 - 398) to (14 - 598) Fire Damage",
                  "maxLine": "Deals (9 - 398) to (14 - 598) Fire Damage",
                  "maxShort": "Deals (9 - 398) to (14 - 598) Fire Damage",
                  "q20Line": "Deals (9 - 398) to (14 - 598) Fire Damage",
                  "q20Short": "Deals (9 - 398) to (14 - 598) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/corpse_cloud/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Cloud duration is (0 - 1) second",
                  "short": "Cloud duration is (0 - 1) second",
                  "maxLine": "Cloud duration is (0 - 1) second",
                  "maxShort": "Cloud duration is (0 - 1) second",
                  "q20Line": "Cloud duration is (0 - 1) second",
                  "q20Short": "Cloud duration is (0 - 1) second",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/corpse_cloud/statset_0.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "AreaSpell",
                "Chaos",
                "UsableWhileMoving",
                "Duration",
                "CreatesGroundEffect",
                "Limit",
                "TargetsDestructibleCorpses",
                "Fire",
                "Triggerable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "corpse",
                  "label": "Corpse",
                  "source": "Corpse",
                  "description": "Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.",
                  "url": "https://poe2db.tw/us/Corpses",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "poison",
                  "label": "Poisonous",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "burning",
                  "label": "Burning",
                  "source": "Burning",
                  "description": "Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited .",
                  "url": "https://poe2db.tw/Burning",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Corpse]",
                    "leftKey": "Corpse",
                    "label": "Corpse",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 68,
                    "raw": "[Poison|Poisonous]",
                    "leftKey": "Poison",
                    "label": "Poisonous",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 78,
                    "end": 95,
                    "raw": "[Burning|Burning]",
                    "leftKey": "Burning",
                    "label": "Burning",
                    "canonicalKey": "burning",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Corpse]",
                    "leftKey": "Corpse",
                    "label": "Corpse",
                    "canonicalKey": "corpse",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 68,
                    "raw": "[Poison|Poisonous]",
                    "leftKey": "Poison",
                    "label": "Poisonous",
                    "canonicalKey": "poison",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:413",
                "baseItemId": "Metadata/Items/Gems/SkillGemCorpseCloud",
                "activeSkillId": "corpse_cloud",
                "grantedEffectId": "CorpseCloudPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/corpse_cloud/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/corpse_cloud/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DecomposeSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-398",
              "name": "Gas Arrow",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Projectile · ProjectilesFromUser · Barrageable · Duration · UsableWhileMoving",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/cde51f7b204b798aa316412f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d7894570234bcdd022f0be2b.webp",
              "description": "Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.",
              "descriptionMarkup": "Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a [Detonator] skill or if an [Ignite|Ignited] enemy touches it, creating a fiery explosion.",
              "explicitMods": [
                {
                  "line": "Impact radius is 1.8 metres",
                  "short": "Impact radius is 1.8 metres",
                  "maxLine": "Impact radius is 1.8 metres",
                  "maxShort": "Impact radius is 1.8 metres",
                  "q20Line": "Impact radius is 1.8 metres",
                  "q20Short": "Impact radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_0.csd"
                },
                {
                  "line": "Cloud radius is 1.8 metres",
                  "short": "Cloud radius is 1.8 metres",
                  "maxLine": "Cloud radius is 1.8 metres",
                  "maxShort": "Cloud radius is 1.8 metres",
                  "q20Line": "Cloud radius is 1.8 metres",
                  "q20Short": "Cloud radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_1.csd"
                },
                {
                  "line": "Cloud duration is 4 seconds",
                  "short": "Cloud duration is 4 seconds",
                  "maxLine": "Cloud duration is 4 seconds",
                  "maxShort": "Cloud duration is 4 seconds",
                  "q20Line": "Cloud duration is 4 seconds",
                  "q20Short": "Cloud duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_1.csd"
                },
                {
                  "line": "Does not Hit, but Poisons enemies as though Hitting them",
                  "short": "Does not Hit, but Poisons enemies as though Hitting them",
                  "maxLine": "Does not Hit, but Poisons enemies as though Hitting them",
                  "maxShort": "Does not Hit, but Poisons enemies as though Hitting them",
                  "q20Line": "Does not Hit, but Poisons enemies as though Hitting them",
                  "q20Short": "Does not Hit, but Poisons enemies as though Hitting them",
                  "ggpkStatIds": [
                    "display_fake_attack_hit_poison"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "short": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "maxLine": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "maxShort": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "q20Line": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "q20Short": "Gains +20% more Radius per second, up to a maximum of +80%",
                  "ggpkStatIds": [
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second",
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second_max",
                    "quality_display_active_skill_ground_effect_area_of_effect_+%_final_per_second_max_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Limit 6 Poison Clouds",
                  "short": "Limit 6 Poison Clouds",
                  "maxLine": "Limit 6 Poison Clouds",
                  "maxShort": "Limit 6 Poison Clouds",
                  "q20Line": "Limit 6 Poison Clouds",
                  "q20Short": "Limit 6 Poison Clouds",
                  "ggpkStatIds": [
                    "number_of_poison_cloud_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Impact radius is (0 - 0.4) metres",
                  "short": "Impact radius is (0 - 0.4) metres",
                  "maxLine": "Impact radius is (0 - 0.4) metres",
                  "maxShort": "Impact radius is (0 - 0.4) metres",
                  "q20Line": "Impact radius is (0 - 0.4) metres",
                  "q20Short": "Impact radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_0.csd"
                },
                {
                  "line": "Cloud radius is (0 - 0.4) metres",
                  "short": "Cloud radius is (0 - 0.4) metres",
                  "maxLine": "Cloud radius is (0 - 0.4) metres",
                  "maxShort": "Cloud radius is (0 - 0.4) metres",
                  "q20Line": "Cloud radius is (0 - 0.4) metres",
                  "q20Short": "Cloud radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_1.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Projectile",
                "ProjectilesFromUser",
                "Barrageable",
                "Duration",
                "UsableWhileMoving",
                "CanBecomeArrowRain",
                "Area",
                "Chaos",
                "Fire",
                "Bow",
                "GroundTargetedProjectile",
                "CreatesGroundEffect",
                "Limit",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignited",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "poison",
                  "label": "Poison",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 142,
                    "end": 153,
                    "raw": "[Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 169,
                    "end": 185,
                    "raw": "[Ignite|Ignited]",
                    "leftKey": "Ignite",
                    "label": "Ignited",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 30,
                    "end": 38,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:398",
                "baseItemId": "Metadata/Items/Gem/SkillGemGasArrow",
                "activeSkillId": "gas_arrow",
                "grantedEffectId": "GasArrowPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/gas_arrow/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerGasCloudSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/GasCloudArrowSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-371",
              "name": "Gas Grenade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/255ac977f4f82341243c40c9.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/707d190cb0ac6a2349e1f5df.webp",
              "description": "Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.",
              "descriptionMarkup": "Fire a bouncing [Grenade] that causes a burst of [Poison|Poison] gas when its fuse expires, damaging enemies and leaving behind a growing [Poison|Poison] cloud. [Burning] effects or [Detonator|Detonator] skills will cause the cloud to explode in a fiery blast.",
              "explicitMods": [
                {
                  "line": "Impact radius is (1.4 - 2) metres",
                  "short": "Impact radius is (1.4 - 2) metres",
                  "maxLine": "Impact radius is (1.4 - 2) metres",
                  "maxShort": "Impact radius is (1.4 - 2) metres",
                  "q20Line": "Impact radius is (1.4 - 2) metres",
                  "q20Short": "Impact radius is (1.4 - 2) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/toxic_grenade/statset_0.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 2 seconds",
                  "short": "Detonation Time is 2 seconds",
                  "maxLine": "Detonation Time is 2 seconds",
                  "maxShort": "Detonation Time is 2 seconds",
                  "q20Line": "Detonation Time is 2 seconds",
                  "q20Short": "Detonation Time is 2 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Cloud radius is (1.4 - 2) metres",
                  "short": "Cloud radius is (1.4 - 2) metres",
                  "maxLine": "Cloud radius is (1.4 - 2) metres",
                  "maxShort": "Cloud radius is (1.4 - 2) metres",
                  "q20Line": "Cloud radius is (1.4 - 2) metres",
                  "q20Short": "Cloud radius is (1.4 - 2) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/toxic_grenade/statset_1.csd"
                },
                {
                  "line": "Cloud Duration is 6 seconds",
                  "short": "Cloud Duration is 6 seconds",
                  "maxLine": "Cloud Duration is 6 seconds",
                  "maxShort": "Cloud Duration is 6 seconds",
                  "q20Line": "Cloud Duration is 6 seconds",
                  "q20Short": "Cloud Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/toxic_grenade/statset_1.csd"
                },
                {
                  "line": "Does not Hit, but Poisons enemies as though Hitting them",
                  "short": "Does not Hit, but Poisons enemies as though Hitting them",
                  "maxLine": "Does not Hit, but Poisons enemies as though Hitting them",
                  "maxShort": "Does not Hit, but Poisons enemies as though Hitting them",
                  "q20Line": "Does not Hit, but Poisons enemies as though Hitting them",
                  "q20Short": "Does not Hit, but Poisons enemies as though Hitting them",
                  "ggpkStatIds": [
                    "display_fake_attack_hit_poison"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains 20% more Radius per second, up to a maximum of 80%",
                  "short": "Gains 20% more Radius per second, up to a maximum of 80%",
                  "maxLine": "Gains 20% more Radius per second, up to a maximum of 80%",
                  "maxShort": "Gains 20% more Radius per second, up to a maximum of 80%",
                  "q20Line": "Gains 20% more Radius per second, up to a maximum of 80%",
                  "q20Short": "Gains 20% more Radius per second, up to a maximum of 80%",
                  "ggpkStatIds": [
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second",
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second_max",
                    "quality_display_active_skill_ground_effect_area_of_effect_+%_final_per_second_max_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Limit 6 Poison Clouds",
                  "short": "Limit 6 Poison Clouds",
                  "maxLine": "Limit 6 Poison Clouds",
                  "maxShort": "Limit 6 Poison Clouds",
                  "q20Line": "Limit 6 Poison Clouds",
                  "q20Short": "Limit 6 Poison Clouds",
                  "ggpkStatIds": [
                    "number_of_poison_cloud_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "ProjectileNumber",
                "ProjectileSpeed",
                "Cooldown",
                "Duration",
                "Grenade",
                "Chaos",
                "Fire",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "Limit",
                "Projectile",
                "DetonatesAfterTime",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "grenade",
                  "label": "Grenade",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                },
                {
                  "key": "poison",
                  "label": "Poison",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "burning",
                  "label": "Burning",
                  "source": "Burning",
                  "description": "Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited .",
                  "url": "https://poe2db.tw/Burning",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 64,
                    "raw": "[Poison|Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 153,
                    "raw": "[Poison|Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 161,
                    "end": 170,
                    "raw": "[Burning]",
                    "leftKey": "Burning",
                    "label": "Burning",
                    "canonicalKey": "burning",
                    "resolved": true
                  },
                  {
                    "start": 182,
                    "end": 203,
                    "raw": "[Detonator|Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 40,
                    "end": 48,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:371",
                "baseItemId": "Metadata/Items/Gem/SkillGemGasGrenade",
                "activeSkillId": "toxic_grenade",
                "grantedEffectId": "ToxicGrenadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/toxic_grenade/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/toxic_grenade/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/toxic_grenade/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ToxicGrenade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ToxicGrenadeMercGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-720",
              "name": "Herald of Plague",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · Herald · Chaos · AttackInPlace",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fc6f34e7cc0b4b58a3201e07.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2eb9dd340c81fd3840ef8630.webp",
              "description": "While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.",
              "descriptionMarkup": "While active, killing a [Poison|Poisoned] enemy spreads its [Poison] to other nearby enemies, and has a chance to also [Hinder] them.",
              "explicitMods": [
                {
                  "line": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "short": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "maxLine": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "maxShort": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "q20Line": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "q20Short": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "ggpkStatIds": [
                    "herald_of_agony_poison_spread_on_kill_radius_base_magnitude_to_grant"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                },
                {
                  "line": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "short": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "maxLine": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "maxShort": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "q20Line": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "q20Short": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "ggpkStatIds": [
                    "hinder_chance_%_on_spreading_poioson"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "short": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "maxLine": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "maxShort": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "q20Line": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "q20Short": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "ggpkStatIds": [
                    "hinder_chance_%_on_spreading_poioson"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "Herald",
                "Chaos",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "poison",
                  "label": "Poisoned",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hinder",
                  "label": "Hinder",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 41,
                    "raw": "[Poison|Poisoned]",
                    "leftKey": "Poison",
                    "label": "Poisoned",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 60,
                    "end": 68,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 119,
                    "end": 127,
                    "raw": "[Hinder]",
                    "leftKey": "Hinder",
                    "label": "Hinder",
                    "canonicalKey": "hinder",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:720",
                "baseItemId": "Metadata/Items/Gem/SkillGemHeraldOfPlague",
                "activeSkillId": "herald_of_plague",
                "grantedEffectId": "HeraldOfPlaguePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HeraldOfAgonySkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/HeraldOfAgonySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-156",
              "name": "Plague Bearer",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace",
              "levelRequirement": 11,
              "requirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9f307e8249688f114ab26ff3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b7cab4602e8763fd0cf90cc7.webp",
              "description": "While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.",
              "descriptionMarkup": "While active, stores a portion of the [Poison] Damage you deal. Using this Skill unleashes the stored [Poison|Poison] to damage and [Poison] enemies around you.",
              "explicitMods": [
                {
                  "line": "Stores 4% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "short": "Stores 4% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "maxLine": "Stores 4% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "maxShort": "Stores 4% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "q20Line": "Stores 4% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "q20Short": "Stores 4% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "ggpkStatIds": [
                    "plague_bearer_gains_%_of_damage_from_inflicted_poisons",
                    "plague_bearer_maximum_stored_poison_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Nova radius is 1.8 metres",
                  "short": "Nova radius is 1.8 metres",
                  "maxLine": "Nova radius is 1.8 metres",
                  "maxShort": "Nova radius is 1.8 metres",
                  "q20Line": "Nova radius is 1.8 metres",
                  "q20Short": "Nova radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/plague_bearer_nova.csd"
                },
                {
                  "line": "Always Poisons on Hit",
                  "short": "Always Poisons on Hit",
                  "maxLine": "Always Poisons on Hit",
                  "maxShort": "Always Poisons on Hit",
                  "q20Line": "Always Poisons on Hit",
                  "q20Short": "Always Poisons on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_poison_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "80% less Stun buildup",
                  "short": "80% less Stun buildup",
                  "maxLine": "80% less Stun buildup",
                  "maxShort": "80% less Stun buildup",
                  "q20Line": "80% less Stun buildup",
                  "q20Short": "80% less Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Stores (0 - 2)% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "short": "Stores (0 - 2)% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "maxLine": "Stores (0 - 2)% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "maxShort": "Stores (0 - 2)% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "q20Line": "Stores (0 - 2)% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "q20Short": "Stores (0 - 2)% of Expected Poison damage, up to (43 - 15257) Deals Physical damage equal to the stored Poison",
                  "ggpkStatIds": [
                    "plague_bearer_gains_%_of_damage_from_inflicted_poisons",
                    "plague_bearer_maximum_stored_poison_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Buff",
                "OngoingSkill",
                "HasReservation",
                "Persistent",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "poison",
                  "label": "Poison",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 38,
                    "end": 46,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 102,
                    "end": 117,
                    "raw": "[Poison|Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 132,
                    "end": 140,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:156",
                "baseItemId": "Metadata/Items/Gems/SkillGemPlagueBearer",
                "activeSkillId": "plague_bearer",
                "grantedEffectId": "PlagueBearerPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerPlagueBearerSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/PlagueBearerSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-391",
              "name": "Poisonburst Arrow",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Projectile · Barrageable · UsableWhileMoving · CanBecomeArrowRain · Area",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/342c7b5b56c6c54606535a01.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d9c2aa6f6d04bcda4945c8a3.webp",
              "description": "Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.",
              "descriptionMarkup": "Fire a virulent arrow that creates a burst of [Poison|Poison] on hit, affecting all enemies in an area.",
              "explicitMods": [
                {
                  "line": "Burst radius is (1.5 - 2.4) metres",
                  "short": "Burst radius is (1.5 - 2.4) metres",
                  "maxLine": "Burst radius is (1.5 - 2.4) metres",
                  "maxShort": "Burst radius is (1.5 - 2.4) metres",
                  "q20Line": "Burst radius is (1.5 - 2.4) metres",
                  "q20Short": "Burst radius is (1.5 - 2.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/poison_burst_arrow.csd"
                },
                {
                  "line": "Poison duration is 3 seconds",
                  "short": "Poison duration is 3 seconds",
                  "maxLine": "Poison duration is 3 seconds",
                  "maxShort": "Poison duration is 3 seconds",
                  "q20Line": "Poison duration is 3 seconds",
                  "q20Short": "Poison duration is 3 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/poison_burst_arrow.csd"
                },
                {
                  "line": "Does not Hit, but Poisons enemies as though Hitting them",
                  "short": "Does not Hit, but Poisons enemies as though Hitting them",
                  "maxLine": "Does not Hit, but Poisons enemies as though Hitting them",
                  "maxShort": "Does not Hit, but Poisons enemies as though Hitting them",
                  "q20Line": "Does not Hit, but Poisons enemies as though Hitting them",
                  "q20Short": "Does not Hit, but Poisons enemies as though Hitting them",
                  "ggpkStatIds": [
                    "display_fake_attack_hit_poison"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Poison inflicted by this Skill is affected by Modifiers to Skill Effect Duration",
                  "short": "Poison inflicted by this Skill is affected by Modifiers to Skill Effect Duration",
                  "maxLine": "Poison inflicted by this Skill is affected by Modifiers to Skill Effect Duration",
                  "maxShort": "Poison inflicted by this Skill is affected by Modifiers to Skill Effect Duration",
                  "q20Line": "Poison inflicted by this Skill is affected by Modifiers to Skill Effect Duration",
                  "q20Short": "Poison inflicted by this Skill is affected by Modifiers to Skill Effect Duration",
                  "ggpkStatIds": [
                    "poison_duration_is_skill_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% more Magnitude of Poison inflicted",
                  "short": "(0 - 10)% more Magnitude of Poison inflicted",
                  "maxLine": "(0 - 10)% more Magnitude of Poison inflicted",
                  "maxShort": "(0 - 10)% more Magnitude of Poison inflicted",
                  "q20Line": "(0 - 10)% more Magnitude of Poison inflicted",
                  "q20Short": "(0 - 10)% more Magnitude of Poison inflicted",
                  "ggpkStatIds": [
                    "active_skill_poison_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Projectile",
                "Barrageable",
                "UsableWhileMoving",
                "CanBecomeArrowRain",
                "Area",
                "Chaos",
                "Duration",
                "Bow",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "poison",
                  "label": "Poison",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 46,
                    "end": 61,
                    "raw": "[Poison|Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 35,
                    "raw": "[Poison|Poisons]",
                    "leftKey": "Poison",
                    "label": "Poisons",
                    "canonicalKey": "poison",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:391",
                "baseItemId": "Metadata/Items/Gem/SkillGemPoisonBurstArrow",
                "activeSkillId": "poison_burst_arrow",
                "grantedEffectId": "PoisonBurstArrowPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/poison_burst_arrow.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerPoisonBurstArrow.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerPoisonArrowSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Debuff inflicts Chaos damage over time which bypasses Energy Shield.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 25,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Poison",
              "Poisoned"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/iconpoisoned-bfd8794c0630d9a4.webp",
            "definitionRow": 13,
            "visualRow": 14,
            "visualId": "poison",
            "ggpkPath": "Art/2DArt/SkillIcons/iconpoisoned.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "af3a8294aab4ea19223bc3e741b89362843b059cd612bf72d74844d55aa0e781"
          }
        }
      ]
    },
    {
      "id": "curses",
      "label": "Curses",
      "summary": "The current client curse definitions and their exact active-skill owners. Flammability is correctly classified as a Curse by BuffDefinitions.",
      "entries": [
        {
          "id": "curse_temporal_chains",
          "title": "Temporal Chains",
          "description": "Curse Slows and makes other effects expire more slowly.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 85,
            "id": "curse_temporal_chains",
            "rawName": "Temporal Chains",
            "rawDescription": "[Curse] [Slow|Slows] and makes other effects expire more slowly.",
            "statIds": [
              "action_speed_+%_final_from_temporal_chains",
              "buff_time_passed_+%_other_than_temporal_chains",
              "curse_count",
              "has_temporal_chains"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-46",
              "name": "Temporal Chains",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4337646c2c15dd7b4dba381f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/20c789a5fdbf4c8db337e207.webp",
              "description": "Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.",
              "descriptionMarkup": "[Curse] all enemies in an area, [Slow|Slowing] them and making other effects on them expire more slowly.",
              "explicitMods": [
                {
                  "line": "Curse radius is (1.5 - 3.1) metres",
                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
                  "q20Short": "Curse radius is (1.5 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/temporal_chains.csd"
                },
                {
                  "line": "Curse Slows targets by (40 - 59)%",
                  "short": "Curse Slows targets by (40 - 59)%",
                  "maxLine": "Curse Slows targets by (40 - 59)%",
                  "maxShort": "Curse Slows targets by (40 - 59)%",
                  "q20Line": "Curse Slows targets by (40 - 59)%",
                  "q20Short": "Curse Slows targets by (40 - 59)%",
                  "ggpkStatIds": [
                    "base_skill_debuff_action_speed_+%_final_to_inflict"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/temporal_chains.csd"
                },
                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
                  "q20Line": "Curse duration is (6 - 7.4) seconds",
                  "q20Short": "Curse duration is (6 - 7.4) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/temporal_chains.csd"
                },
                {
                  "line": "Curse makes other effects on targets expire 25% slower",
                  "short": "Curse makes other effects on targets expire 25% slower",
                  "maxLine": "Curse makes other effects on targets expire 25% slower",
                  "maxShort": "Curse makes other effects on targets expire 25% slower",
                  "q20Line": "Curse makes other effects on targets expire 25% slower",
                  "q20Short": "Curse makes other effects on targets expire 25% slower",
                  "ggpkStatIds": [
                    "base_temporal_chains_other_buff_time_passed_+%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/temporal_chains.csd"
                },
                {
                  "line": "Curse applies after 1.5 seconds delay",
                  "short": "Curse applies after 1.5 seconds delay",
                  "maxLine": "Curse applies after 1.5 seconds delay",
                  "maxShort": "Curse applies after 1.5 seconds delay",
                  "q20Line": "Curse applies after 1.5 seconds delay",
                  "q20Short": "Curse applies after 1.5 seconds delay",
                  "ggpkStatIds": [
                    "curse_delay_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Curse does not apply to enemies above level (0 - 20)",
                  "short": "Curse does not apply to enemies above level (0 - 20)",
                  "maxLine": "Curse does not apply to enemies above level (0 - 20)",
                  "maxShort": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Line": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Short": "Curse does not apply to enemies above level (0 - 20)",
                  "ggpkStatIds": [
                    "skill_curses_cannot_apply_to_targets_above_level"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
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              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
                  "q20Line": "(0 - 10)% increased Curse Magnitudes",
                  "q20Short": "(0 - 10)% increased Curse Magnitudes",
                  "ggpkStatIds": [
                    "curse_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cascadable",
                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
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              ],
              "sourceLabel": "Exact client data",
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                  "label": "Slowing",
                  "source": "Slow",
                  "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                  "url": "https://poe2db.tw/Slow",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
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                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
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                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 32,
                    "end": 46,
                    "raw": "[Slow|Slowing]",
                    "leftKey": "Slow",
                    "label": "Slowing",
                    "canonicalKey": "slow",
                    "resolved": true
                  },
                  {
                    "start": 0,
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                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
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                    "start": 22,
                    "end": 35,
                    "raw": "[Slow|Slowed]",
                    "leftKey": "Slow",
                    "label": "Slowed",
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                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Curse"
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              },
              "ggpk": {
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                "baseItemId": "Metadata/Items/Gems/SkillGemTemporalChains",
                "activeSkillId": "temporal_chains",
                "grantedEffectId": "TemporalChainsPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
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          ],
          "supports": [],
          "visibleRules": [
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              "text": "Curse Slows and makes other effects expire more slowly.",
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        },
        {
          "id": "curse_elemental_weakness",
          "title": "Elemental Weakness",
          "description": "Curse inflicts lowered Elemental Resistances.",
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          "ggpk": {
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          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
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              "id": "poe2-ggpk-mechanic-skill-gem-78",
              "name": "Elemental Weakness",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
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              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d2bec04647e4a6ba4e3d39ca.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c7380dcad1d84d4da64524b5.webp",
              "description": "Curse all targets in an area after a short delay, lowering their Elemental Resistances.",
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                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
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                },
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                  "short": "Curse inflicts +(-59 - -40)% to Elemental Resistances",
                  "maxLine": "Curse inflicts +(-59 - -40)% to Elemental Resistances",
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                  "q20Line": "Curse inflicts +(-59 - -40)% to Elemental Resistances",
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                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
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                  "short": "Curse applies after 1.5 seconds delay",
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                  "short": "Curse does not apply to enemies above level (0 - 20)",
                  "maxLine": "Curse does not apply to enemies above level (0 - 20)",
                  "maxShort": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Line": "Curse does not apply to enemies above level (0 - 20)",
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                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
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                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
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                "Duration",
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                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
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                "Fire",
                "Lightning",
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                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
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              "sourceKind": "ggpk-mechanics",
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              "sourceLabel": "Exact client data",
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                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
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                  "related": [
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                      "label": "Fire",
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                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
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                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
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                      "related": []
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                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
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                  "source": "Resistances",
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                  "url": "https://poe2db.tw/Resistances",
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                      "label": "Fire",
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                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
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                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
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                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
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                    {
                      "key": "chaos_damage",
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                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
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                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
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                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
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                            {
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                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
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                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
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                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
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                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
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                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
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                            {
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                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
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                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
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                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
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                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
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                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
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                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
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                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
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                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
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            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "elemental_weakness"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "curse_fire_weakness",
          "title": "Flammability",
          "description": "Curse inflicts lowered Fire Resistance.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 87,
            "id": "curse_fire_weakness",
            "rawName": "Flammability",
            "rawDescription": "[Curse] inflicts lowered [Resistances|Fire Resistance].",
            "statIds": [
              "fire_damage_resistance_%_from_curse",
              "curse_count"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-392",
              "name": "Firebolt",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Projectile · ProjectilesFromUser · Spell · Damage · Area · Trappable · Totemable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b846ea0cd4ed8478b51966f0.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.",
              "descriptionMarkup": "Launch a fiery [Projectile] towards a target. The [Projectile] explodes on impact, damaging foes in a small area.",
              "explicitMods": [
                {
                  "line": "Deals (7 - 290) to (10 - 435) Fire Damage",
                  "short": "Deals (7 - 290) to (10 - 435) Fire Damage",
                  "maxLine": "Deals (7 - 290) to (10 - 435) Fire Damage",
                  "maxShort": "Deals (7 - 290) to (10 - 435) Fire Damage",
                  "q20Line": "Deals (7 - 290) to (10 - 435) Fire Damage",
                  "q20Short": "Deals (7 - 290) to (10 - 435) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/firebolt.csd"
                },
                {
                  "line": "Explosion radius is 0.7 metres",
                  "short": "Explosion radius is 0.7 metres",
                  "maxLine": "Explosion radius is 0.7 metres",
                  "maxShort": "Explosion radius is 0.7 metres",
                  "q20Line": "Explosion radius is 0.7 metres",
                  "q20Short": "Explosion radius is 0.7 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/firebolt.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Inflicts (0 - 20)% more Flammability Magnitude",
                  "short": "Inflicts (0 - 20)% more Flammability Magnitude",
                  "maxLine": "Inflicts (0 - 20)% more Flammability Magnitude",
                  "maxShort": "Inflicts (0 - 20)% more Flammability Magnitude",
                  "q20Line": "Inflicts (0 - 20)% more Flammability Magnitude",
                  "q20Short": "Inflicts (0 - 20)% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Projectile",
                "ProjectilesFromUser",
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Fire",
                "Unleashable",
                "AreaSpell",
                "Invokable",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 15,
                    "end": 27,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 62,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 15,
                    "end": 27,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:392",
                "baseItemId": "Metadata/Items/Gems/SkillGemFirebolt",
                "activeSkillId": "firebolt",
                "grantedEffectId": "FireboltPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/firebolt.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/FireballSkillStaff.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-75",
              "name": "Flammability",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/114268d90929b04683fb5b50.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/35ea66a6aee734f4adc514d8.webp",
              "description": "Curse all targets in an area after a short delay, lowering their Fire Resistance.",
              "descriptionMarkup": "[Curse] all targets in an area after a short delay, lowering their [Fire] [Resistances|Resistance].",
              "explicitMods": [
                {
                  "line": "Curse radius is (1.5 - 3.1) metres",
                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
                  "q20Short": "Curse radius is (1.5 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/flammability.csd"
                },
                {
                  "line": "Curse inflicts +(-29 - -23)% to Fire Resistance",
                  "short": "Curse inflicts +(-29 - -23)% to Fire Resistance",
                  "maxLine": "Curse inflicts +(-29 - -23)% to Fire Resistance",
                  "maxShort": "Curse inflicts +(-29 - -23)% to Fire Resistance",
                  "q20Line": "Curse inflicts +(-29 - -23)% to Fire Resistance",
                  "q20Short": "Curse inflicts +(-29 - -23)% to Fire Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_fire_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/flammability.csd"
                },
                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
                  "q20Line": "Curse duration is (6 - 7.4) seconds",
                  "q20Short": "Curse duration is (6 - 7.4) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/flammability.csd"
                },
                {
                  "line": "Curse applies after 1.5 seconds delay",
                  "short": "Curse applies after 1.5 seconds delay",
                  "maxLine": "Curse applies after 1.5 seconds delay",
                  "maxShort": "Curse applies after 1.5 seconds delay",
                  "q20Line": "Curse applies after 1.5 seconds delay",
                  "q20Short": "Curse applies after 1.5 seconds delay",
                  "ggpkStatIds": [
                    "curse_delay_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
                  "q20Line": "(0 - 10)% increased Curse Magnitudes",
                  "q20Short": "(0 - 10)% increased Curse Magnitudes",
                  "ggpkStatIds": [
                    "curse_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Fire",
                "Cascadable",
                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "resistances",
                  "label": "Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 67,
                    "end": 73,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 98,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 34,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 35,
                    "end": 59,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Curse"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:75",
                "baseItemId": "Metadata/Items/Gems/SkillGemFlammability",
                "activeSkillId": "flammability",
                "grantedEffectId": "FlammabilityPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/flammability.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Flammability.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FlammabilitySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-545",
              "name": "Explosive Concoction",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · ProjectilesFromUser · Triggerable · Area · Projectile · Fire · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ce63b4ce5ea190df3443ac49.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack.",
              "descriptionMarkup": "Consume charges from your Mana [Flask] to throw a flask that explodes, dealing [Fire] [Attack] damage in an area. Additional smaller flasks are thrown at nearby [Ignite|Ignited] Enemies. This damage is not based on your unarmed damage, so this is not considered an [UnarmedAttack|Unarmed Attack].",
              "explicitMods": [
                {
                  "line": "Explosion radius is 1.8 metres",
                  "short": "Explosion radius is 1.8 metres",
                  "maxLine": "Explosion radius is 1.8 metres",
                  "maxShort": "Explosion radius is 1.8 metres",
                  "q20Line": "Explosion radius is 1.8 metres",
                  "q20Short": "Explosion radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_concoction.csd"
                },
                {
                  "line": "Inflicts 100% more Flammability Magnitude",
                  "short": "Inflicts 100% more Flammability Magnitude",
                  "maxLine": "Inflicts 100% more Flammability Magnitude",
                  "maxShort": "Inflicts 100% more Flammability Magnitude",
                  "q20Line": "Inflicts 100% more Flammability Magnitude",
                  "q20Short": "Inflicts 100% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consumes 5 Charges from your Mana Flask",
                  "short": "Consumes 5 Charges from your Mana Flask",
                  "maxLine": "Consumes 5 Charges from your Mana Flask",
                  "maxShort": "Consumes 5 Charges from your Mana Flask",
                  "q20Line": "Consumes 5 Charges from your Mana Flask",
                  "q20Short": "Consumes 5 Charges from your Mana Flask",
                  "ggpkStatIds": [
                    "flask_throw_base_charges_used"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(14 - 384) to (21 - 576) base Fire Damage",
                  "short": "(14 - 384) to (21 - 576) base Fire Damage",
                  "maxLine": "(14 - 384) to (21 - 576) base Fire Damage",
                  "maxShort": "(14 - 384) to (21 - 576) base Fire Damage",
                  "q20Line": "(14 - 384) to (21 - 576) base Fire Damage",
                  "q20Short": "(14 - 384) to (21 - 576) base Fire Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_fire_damage",
                    "main_hand_weapon_maximum_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 1.2 metres",
                  "short": "Explosion radius is 1.2 metres",
                  "maxLine": "Explosion radius is 1.2 metres",
                  "maxShort": "Explosion radius is 1.2 metres",
                  "q20Line": "Explosion radius is 1.2 metres",
                  "q20Short": "Explosion radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_concoction.csd"
                },
                {
                  "line": "Throw additional Projectiles at up to 4 Ignited Enemies",
                  "short": "Throw additional Projectiles at up to 4 Ignited Enemies",
                  "maxLine": "Throw additional Projectiles at up to 4 Ignited Enemies",
                  "maxShort": "Throw additional Projectiles at up to 4 Ignited Enemies",
                  "q20Line": "Throw additional Projectiles at up to 4 Ignited Enemies",
                  "q20Short": "Throw additional Projectiles at up to 4 Ignited Enemies",
                  "ggpkStatIds": [
                    "explosive_concoction_number_of_secondary_projectiles"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_concoction.csd"
                },
                {
                  "line": "Cannot Ignite",
                  "short": "Cannot Ignite",
                  "maxLine": "Cannot Ignite",
                  "maxShort": "Cannot Ignite",
                  "q20Line": "Cannot Ignite",
                  "q20Short": "Cannot Ignite",
                  "ggpkStatIds": [
                    "never_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_concoction.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Throw additional Projectiles at up to (0 - 2) Ignited Enemies",
                  "short": "Throw additional Projectiles at up to (0 - 2) Ignited Enemies",
                  "maxLine": "Throw additional Projectiles at up to (0 - 2) Ignited Enemies",
                  "maxShort": "Throw additional Projectiles at up to (0 - 2) Ignited Enemies",
                  "q20Line": "Throw additional Projectiles at up to (0 - 2) Ignited Enemies",
                  "q20Short": "Throw additional Projectiles at up to (0 - 2) Ignited Enemies",
                  "ggpkStatIds": [
                    "explosive_concoction_number_of_secondary_projectiles"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_concoction.csd"
                }
              ],
              "tags": [
                "Attack",
                "ProjectilesFromUser",
                "Triggerable",
                "Area",
                "Projectile",
                "Fire",
                "UsableWhileMoving",
                "ProjectileNoCollision",
                "GroundTargetedProjectile"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "flask",
                  "label": "Flask",
                  "source": "Flask",
                  "description": "Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.\nNormal enemies grant Flask charges equal to half their Power\nMagic enemies grant Flask charges equal to their Power\nRare and Unique enemies grant Flask charges equal to twice their Power\nCheckpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.",
                  "url": "https://poe2db.tw/us/Flasks",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "wells",
                      "label": "Wells",
                      "description": "Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.",
                      "url": "https://poe2db.tw/us/Wells",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "ignite",
                  "label": "Ignited",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "unarmedattack",
                  "label": "Unarmed Attack",
                  "source": "UnarmedAttack",
                  "description": "Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon .\nAttacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.",
                  "url": "https://poe2db.tw/us/Unarmed_Attacks",
                  "related": [
                    {
                      "key": "unarmed",
                      "label": "Unarmed",
                      "description": "You are considered Unarmed while you have no equipped Martial or Caster Weapon .",
                      "url": "https://poe2db.tw/Unarmed",
                      "related": [
                        {
                          "key": "martialweapon",
                          "label": "MartialWeapon",
                          "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                          "url": "https://poe2db.tw/us/Martial_Weapons",
                          "related": [
                            {
                              "key": "axe",
                              "label": "Axe",
                              "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                              "url": "https://poe2db.tw/us/Axes",
                              "related": []
                            },
                            {
                              "key": "bow",
                              "label": "Bow",
                              "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                              "url": "https://poe2db.tw/us/Bows",
                              "related": []
                            },
                            {
                              "key": "crossbow",
                              "label": "Crossbow",
                              "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                              "url": "https://poe2db.tw/us/Crossbows",
                              "related": []
                            },
                            {
                              "key": "mace",
                              "label": "Mace",
                              "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                              "url": "https://poe2db.tw/us/Maces",
                              "related": []
                            },
                            {
                              "key": "quarterstaff",
                              "label": "Quarterstaff",
                              "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                              "url": "https://poe2db.tw/us/Quarterstaves",
                              "related": []
                            },
                            {
                              "key": "spear",
                              "label": "Spear",
                              "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                              "url": "https://poe2db.tw/us/Spears",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "talisman",
                              "label": "Talisman",
                              "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                              "url": "https://poe2db.tw/us/Talismans",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "unarmeddamage",
                      "label": "UnarmedDamage",
                      "description": "Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack Hit Damage .\nPlayers' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength .\nOther Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.",
                      "url": "https://poe2db.tw/us/Unarmed_Damage",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "unarmed",
                          "label": "Unarmed",
                          "description": "You are considered Unarmed while you have no equipped Martial or Caster Weapon .",
                          "url": "https://poe2db.tw/Unarmed",
                          "related": [
                            {
                              "key": "martialweapon",
                              "label": "MartialWeapon",
                              "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                              "url": "https://poe2db.tw/us/Martial_Weapons",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "martialweapon",
                      "label": "MartialWeapon",
                      "description": "Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.",
                      "url": "https://poe2db.tw/us/Martial_Weapons",
                      "related": [
                        {
                          "key": "axe",
                          "label": "Axe",
                          "description": "Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip.\nAxe Attacks commonly involve throwing your axe and/or inflicting Bleeding .",
                          "url": "https://poe2db.tw/us/Axes",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bow",
                          "label": "Bow",
                          "description": "Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.\nBows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.",
                          "url": "https://poe2db.tw/us/Bows",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "quiver",
                              "label": "Quiver",
                              "description": "Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .",
                              "url": "https://poe2db.tw/us/Quivers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "crossbow",
                          "label": "Crossbow",
                          "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                          "url": "https://poe2db.tw/us/Crossbows",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "crossbow_ammunition_skills",
                              "label": "Crossbow_Ammunition_Skills",
                              "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                              "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "mace",
                          "label": "Mace",
                          "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                          "url": "https://poe2db.tw/us/Maces",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "quarterstaff",
                          "label": "Quarterstaff",
                          "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                          "url": "https://poe2db.tw/us/Quarterstaves",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "spear",
                          "label": "Spear",
                          "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                          "url": "https://poe2db.tw/us/Spears",
                          "related": [
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "talisman",
                          "label": "Talisman",
                          "description": "Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.\nTalismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\nWhile you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.",
                          "url": "https://poe2db.tw/us/Talismans",
                          "related": [
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            },
                            {
                              "key": "shapeshifting",
                              "label": "Shapeshifting",
                              "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                              "url": "https://poe2db.tw/Shapeshifting",
                              "related": []
                            },
                            {
                              "key": "triggered_skills",
                              "label": "Triggered_Skills",
                              "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                              "url": "https://poe2db.tw/Triggered_Skills",
                              "related": []
                            },
                            {
                              "key": "persistent_skills",
                              "label": "Persistent_Skills",
                              "description": "Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.",
                              "url": "https://poe2db.tw/Persistent_Skills",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 31,
                    "end": 38,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 85,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 86,
                    "end": 94,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 161,
                    "end": 177,
                    "raw": "[Ignite|Ignited]",
                    "leftKey": "Ignite",
                    "label": "Ignited",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 265,
                    "end": 295,
                    "raw": "[UnarmedAttack|Unarmed Attack]",
                    "leftKey": "UnarmedAttack",
                    "label": "Unarmed Attack",
                    "canonicalKey": "unarmedattack",
                    "resolved": true
                  },
                  {
                    "start": 13,
                    "end": 20,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:545",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyExplosiveConcoction",
                "activeSkillId": "explosive_concoction",
                "grantedEffectId": "ExplosiveConcoctionPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_concoction.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerBrewConcoctionFireSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-400",
              "name": "Fireball",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b9b89bf4a350d1f74485c20d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ff1dd568e5082791aea56b17.webp",
              "description": "Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.",
              "descriptionMarkup": "Launch a large ball of [Fire|Fire] which explodes on impact. The explosion [Consume|Consumes] a [Fire] [ElementalInfusion|Infusion] if possible to launch a ring of smaller firebolts.",
              "explicitMods": [
                {
                  "line": "Deals (8 - 224) to (12 - 336) Fire Damage",
                  "short": "Deals (8 - 224) to (12 - 336) Fire Damage",
                  "maxLine": "Deals (8 - 224) to (12 - 336) Fire Damage",
                  "maxShort": "Deals (8 - 224) to (12 - 336) Fire Damage",
                  "q20Line": "Deals (8 - 224) to (12 - 336) Fire Damage",
                  "q20Short": "Deals (8 - 224) to (12 - 336) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fireball.csd"
                },
                {
                  "line": "Explosion radius is 1.7 metres",
                  "short": "Explosion radius is 1.7 metres",
                  "maxLine": "Explosion radius is 1.7 metres",
                  "maxShort": "Explosion radius is 1.7 metres",
                  "q20Line": "Explosion radius is 1.7 metres",
                  "q20Short": "Explosion radius is 1.7 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fireball.csd"
                },
                {
                  "line": "Inflicts 100% more Flammability Magnitude",
                  "short": "Inflicts 100% more Flammability Magnitude",
                  "maxLine": "Inflicts 100% more Flammability Magnitude",
                  "maxShort": "Inflicts 100% more Flammability Magnitude",
                  "q20Line": "Inflicts 100% more Flammability Magnitude",
                  "q20Short": "Inflicts 100% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Fires 12 Projectiles",
                  "short": "Fires 12 Projectiles",
                  "maxLine": "Fires 12 Projectiles",
                  "maxShort": "Fires 12 Projectiles",
                  "q20Line": "Fires 12 Projectiles",
                  "q20Short": "Fires 12 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 10)% chance to fire 2 additional Projectiles",
                  "short": "+(0 - 10)% chance to fire 2 additional Projectiles",
                  "maxLine": "+(0 - 10)% chance to fire 2 additional Projectiles",
                  "maxShort": "+(0 - 10)% chance to fire 2 additional Projectiles",
                  "q20Line": "+(0 - 10)% chance to fire 2 additional Projectiles",
                  "q20Short": "+(0 - 10)% chance to fire 2 additional Projectiles",
                  "ggpkStatIds": [
                    "spell_skills_fire_2_additional_projectiles_final_chance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Fire",
                "Unleashable",
                "AreaSpell",
                "Invokable",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 23,
                    "end": 34,
                    "raw": "[Fire|Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 75,
                    "end": 93,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 96,
                    "end": 102,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 103,
                    "end": 131,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:400",
                "baseItemId": "Metadata/Items/Gem/SkillGemFireball",
                "activeSkillId": "fireball",
                "grantedEffectId": "FireballPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/fireball.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressGreaterFireball.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/GreaterFireballSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Curse inflicts lowered Fire Resistance.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 19,
            "publishedCards": 4,
            "truncated": true,
            "matchTerms": [
              "Flammability"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "curse_cold_weakness",
          "title": "Hypothermia",
          "description": "Curse inflicts lowered Cold Resistance.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 88,
            "id": "curse_cold_weakness",
            "rawName": "Hypothermia",
            "rawDescription": "[Curse] inflicts lowered [Resistances|Cold Resistance].",
            "statIds": [
              "cold_damage_resistance_%_from_curse",
              "curse_count"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-76",
              "name": "Hypothermia",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/cea4b4adf81592aa498324ee.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/7520cb7c3ae845dd9ef19e43.webp",
              "description": "Curse all targets in an area after a short delay, lowering their Cold Resistance.",
              "descriptionMarkup": "[Curse] all targets in an area after a short delay, lowering their [Cold] [Resistances|Resistance].",
              "explicitMods": [
                {
                  "line": "Curse radius is (1.5 - 3.1) metres",
                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
                  "q20Short": "Curse radius is (1.5 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hypothermia.csd"
                },
                {
                  "line": "Curse inflicts +(-29 - -23)% to Cold Resistance",
                  "short": "Curse inflicts +(-29 - -23)% to Cold Resistance",
                  "maxLine": "Curse inflicts +(-29 - -23)% to Cold Resistance",
                  "maxShort": "Curse inflicts +(-29 - -23)% to Cold Resistance",
                  "q20Line": "Curse inflicts +(-29 - -23)% to Cold Resistance",
                  "q20Short": "Curse inflicts +(-29 - -23)% to Cold Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_cold_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hypothermia.csd"
                },
                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
                  "q20Line": "Curse duration is (6 - 7.4) seconds",
                  "q20Short": "Curse duration is (6 - 7.4) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hypothermia.csd"
                },
                {
                  "line": "Curse applies after 1.5 seconds delay",
                  "short": "Curse applies after 1.5 seconds delay",
                  "maxLine": "Curse applies after 1.5 seconds delay",
                  "maxShort": "Curse applies after 1.5 seconds delay",
                  "q20Line": "Curse applies after 1.5 seconds delay",
                  "q20Short": "Curse applies after 1.5 seconds delay",
                  "ggpkStatIds": [
                    "curse_delay_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
                  "q20Line": "(0 - 10)% increased Curse Magnitudes",
                  "q20Short": "(0 - 10)% increased Curse Magnitudes",
                  "ggpkStatIds": [
                    "curse_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cold",
                "Cascadable",
                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "resistances",
                  "label": "Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 67,
                    "end": 73,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 98,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 34,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 35,
                    "end": 59,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Curse"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:76",
                "baseItemId": "Metadata/Items/Gems/SkillGemHypothermia",
                "activeSkillId": "hypothermia",
                "grantedEffectId": "HypothermiaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/hypothermia.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Frostbite.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostbiteSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Curse inflicts lowered Cold Resistance.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
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            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
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            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "curse_lightning_weakness",
          "title": "Conductivity",
          "description": "Curse inflicts lowered Lightning Resistance.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 89,
            "id": "curse_lightning_weakness",
            "rawName": "Conductivity",
            "rawDescription": "[Curse] inflicts lowered [Resistances|Lightning Resistance].",
            "statIds": [
              "lightning_damage_resistance_%_from_curse",
              "curse_count"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-77",
              "name": "Conductivity",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d390c1db3ae50e9f3c2490c3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/da2e59f79c8634ba0059df70.webp",
              "description": "Curse all targets in an area after a short delay, lowering their Lightning Resistance.",
              "descriptionMarkup": "[Curse] all targets in an area after a short delay, lowering their [Lightning] [Resistances|Resistance].",
              "explicitMods": [
                {
                  "line": "Curse radius is (1.5 - 3.1) metres",
                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
                  "q20Short": "Curse radius is (1.5 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductivity.csd"
                },
                {
                  "line": "Curse inflicts +(-29 - -23)% to Lightning Resistance",
                  "short": "Curse inflicts +(-29 - -23)% to Lightning Resistance",
                  "maxLine": "Curse inflicts +(-29 - -23)% to Lightning Resistance",
                  "maxShort": "Curse inflicts +(-29 - -23)% to Lightning Resistance",
                  "q20Line": "Curse inflicts +(-29 - -23)% to Lightning Resistance",
                  "q20Short": "Curse inflicts +(-29 - -23)% to Lightning Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_lightning_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductivity.csd"
                },
                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
                  "q20Line": "Curse duration is (6 - 7.4) seconds",
                  "q20Short": "Curse duration is (6 - 7.4) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/conductivity.csd"
                },
                {
                  "line": "Curse applies after 1.5 seconds delay",
                  "short": "Curse applies after 1.5 seconds delay",
                  "maxLine": "Curse applies after 1.5 seconds delay",
                  "maxShort": "Curse applies after 1.5 seconds delay",
                  "q20Line": "Curse applies after 1.5 seconds delay",
                  "q20Short": "Curse applies after 1.5 seconds delay",
                  "ggpkStatIds": [
                    "curse_delay_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
                  "q20Line": "(0 - 10)% increased Curse Magnitudes",
                  "q20Short": "(0 - 10)% increased Curse Magnitudes",
                  "ggpkStatIds": [
                    "curse_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Lightning",
                "Cascadable",
                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
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                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "resistances",
                  "label": "Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 67,
                    "end": 78,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 103,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 39,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 40,
                    "end": 64,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Curse"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:77",
                "baseItemId": "Metadata/Items/Gems/SkillGemConductivity",
                "activeSkillId": "conductivity",
                "grantedEffectId": "ConductivityPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/conductivity.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Conductivity.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ConductivitySkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Curse inflicts lowered Lightning Resistance.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
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            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
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            ],
            "availabilityPolicy": "client-present / availability-unresolved"
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        },
        {
          "id": "curse_enfeeble",
          "title": "Enfeeble",
          "description": "Curse inflicts less damage dealt.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 91,
            "id": "curse_enfeeble",
            "rawName": "Enfeeble",
            "rawDescription": "[Curse] inflicts less damage dealt.",
            "statIds": [
              "damage_+%_final_from_enfeeble",
              "curse_count"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-47",
              "name": "Enfeeble",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4d7e6e9041b299abba3047a9.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/cb236a0e7d8808c012fe70e9.webp",
              "description": "Curse all targets in an area after a short delay, making them deal less damage.",
              "descriptionMarkup": "[Curse] all targets in an area after a short delay, making them deal less damage.",
              "explicitMods": [
                {
                  "line": "Curse radius is (1.5 - 3.1) metres",
                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
                  "q20Short": "Curse radius is (1.5 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enfeeble.csd"
                },
                {
                  "line": "Curse makes targets deal (20 - 29)% less Damage",
                  "short": "Curse makes targets deal (20 - 29)% less Damage",
                  "maxLine": "Curse makes targets deal (20 - 29)% less Damage",
                  "maxShort": "Curse makes targets deal (20 - 29)% less Damage",
                  "q20Line": "Curse makes targets deal (20 - 29)% less Damage",
                  "q20Short": "Curse makes targets deal (20 - 29)% less Damage",
                  "ggpkStatIds": [
                    "base_skill_buff_damage_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enfeeble.csd"
                },
                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
                  "q20Line": "Curse duration is (6 - 7.4) seconds",
                  "q20Short": "Curse duration is (6 - 7.4) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/enfeeble.csd"
                },
                {
                  "line": "Curse applies after 1.5 seconds delay",
                  "short": "Curse applies after 1.5 seconds delay",
                  "maxLine": "Curse applies after 1.5 seconds delay",
                  "maxShort": "Curse applies after 1.5 seconds delay",
                  "q20Line": "Curse applies after 1.5 seconds delay",
                  "q20Short": "Curse applies after 1.5 seconds delay",
                  "ggpkStatIds": [
                    "curse_delay_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Curse does not apply to enemies above level (0 - 20)",
                  "short": "Curse does not apply to enemies above level (0 - 20)",
                  "maxLine": "Curse does not apply to enemies above level (0 - 20)",
                  "maxShort": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Line": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Short": "Curse does not apply to enemies above level (0 - 20)",
                  "ggpkStatIds": [
                    "skill_curses_cannot_apply_to_targets_above_level"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
                  "q20Line": "(0 - 10)% increased Curse Magnitudes",
                  "q20Short": "(0 - 10)% increased Curse Magnitudes",
                  "ggpkStatIds": [
                    "curse_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cascadable",
                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving",
                "Necrotic"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Curse"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:47",
                "baseItemId": "Metadata/Items/Gems/SkillGemEnfeeble",
                "activeSkillId": "enfeeble",
                "grantedEffectId": "EnfeeblePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/enfeeble.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/enfeeble.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchEnfeebleSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Curse inflicts less damage dealt.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "enfeeble"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "curse_vulnerability",
          "title": "Vulnerability",
          "description": "Curse removes a portion of Total Armour.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 92,
            "id": "curse_vulnerability",
            "rawName": "Vulnerability",
            "rawDescription": "[Curse] removes a portion of [Total] [Armour].",
            "statIds": [
              "base_total_armour_-",
              "curse_count",
              "cursed_by_vulnerability"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-145",
              "name": "Vulnerability",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/67c3f6f9e023bc1240e9cb68.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9c55f62b77eb3a27ce94d229.webp",
              "description": "Curse all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.",
              "descriptionMarkup": "[Curse] all targets in an area after a short delay, making [Hit|Hits] against them ignore a portion of their [Armour|Armour].",
              "explicitMods": [
                {
                  "line": "Curse radius is (1.5 - 3.1) metres",
                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
                  "q20Short": "Curse radius is (1.5 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vulnerability.csd"
                },
                {
                  "line": "Curse inflicts -(16 - 19210) to Total Armour",
                  "short": "Curse inflicts -(16 - 19210) to Total Armour",
                  "maxLine": "Curse inflicts -(16 - 19210) to Total Armour",
                  "maxShort": "Curse inflicts -(16 - 19210) to Total Armour",
                  "q20Line": "Curse inflicts -(16 - 19210) to Total Armour",
                  "q20Short": "Curse inflicts -(16 - 19210) to Total Armour",
                  "ggpkStatIds": [
                    "base_skill_buff_total_armour_-_to_grant"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vulnerability.csd"
                },
                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
                  "q20Line": "Curse duration is (6 - 7.4) seconds",
                  "q20Short": "Curse duration is (6 - 7.4) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vulnerability.csd"
                },
                {
                  "line": "Curse applies after 1.5 seconds delay",
                  "short": "Curse applies after 1.5 seconds delay",
                  "maxLine": "Curse applies after 1.5 seconds delay",
                  "maxShort": "Curse applies after 1.5 seconds delay",
                  "q20Line": "Curse applies after 1.5 seconds delay",
                  "q20Short": "Curse applies after 1.5 seconds delay",
                  "ggpkStatIds": [
                    "curse_delay_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Curse does not apply to enemies above level (0 - 20)",
                  "short": "Curse does not apply to enemies above level (0 - 20)",
                  "maxLine": "Curse does not apply to enemies above level (0 - 20)",
                  "maxShort": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Line": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Short": "Curse does not apply to enemies above level (0 - 20)",
                  "ggpkStatIds": [
                    "skill_curses_cannot_apply_to_targets_above_level"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
                  "q20Line": "(0 - 10)% increased Curse Magnitudes",
                  "q20Short": "(0 - 10)% increased Curse Magnitudes",
                  "ggpkStatIds": [
                    "curse_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cascadable",
                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
                "Physical",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour",
                  "label": "Armour",
                  "source": "Armour",
                  "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                  "url": "https://poe2db.tw/Armour",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 59,
                    "end": 69,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 109,
                    "end": 124,
                    "raw": "[Armour|Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 32,
                    "end": 40,
                    "raw": "[Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Curse"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:145",
                "baseItemId": "Metadata/Items/Gems/SkillGemVulnerability",
                "activeSkillId": "vulnerability",
                "grantedEffectId": "VulnerabilityPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/vulnerability.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/vulnerability.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchVulnerabilitySkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Curse removes a portion of Total Armour.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "vulnerability"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "curse_chaos_weakness",
          "title": "Despair",
          "description": "Curse inflicts lowered Chaos Resistance.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 923,
            "id": "curse_chaos_weakness",
            "rawName": "Despair",
            "rawDescription": "Curse inflicts lowered [Resistances|Chaos Resistance].",
            "statIds": [
              "base_chaos_damage_resistance_%",
              "curse_count"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-49",
              "name": "Despair",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/258708dcbe8124568bc84f8b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2a82d358cd075ffa69574555.webp",
              "description": "Curse all targets in an area after a short delay, lowering their Chaos Resistance.",
              "descriptionMarkup": "[Curse] all targets in an area after a short delay, lowering their [Chaos|Chaos] [Resistances|Resistance].",
              "explicitMods": [
                {
                  "line": "Curse inflicts +(-49 - -35)% to Chaos Resistance",
                  "short": "Curse inflicts +(-49 - -35)% to Chaos Resistance",
                  "maxLine": "Curse inflicts +(-49 - -35)% to Chaos Resistance",
                  "maxShort": "Curse inflicts +(-49 - -35)% to Chaos Resistance",
                  "q20Line": "Curse inflicts +(-49 - -35)% to Chaos Resistance",
                  "q20Short": "Curse inflicts +(-49 - -35)% to Chaos Resistance",
                  "ggpkStatIds": [
                    "base_skill_buff_chaos_damage_resistance_%_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/despair.csd"
                },
                {
                  "line": "Curse radius is (1.5 - 3.1) metres",
                  "short": "Curse radius is (1.5 - 3.1) metres",
                  "maxLine": "Curse radius is (1.5 - 3.1) metres",
                  "maxShort": "Curse radius is (1.5 - 3.1) metres",
                  "q20Line": "Curse radius is (1.5 - 3.1) metres",
                  "q20Short": "Curse radius is (1.5 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/despair.csd"
                },
                {
                  "line": "Curse duration is (6 - 7.4) seconds",
                  "short": "Curse duration is (6 - 7.4) seconds",
                  "maxLine": "Curse duration is (6 - 7.4) seconds",
                  "maxShort": "Curse duration is (6 - 7.4) seconds",
                  "q20Line": "Curse duration is (6 - 7.4) seconds",
                  "q20Short": "Curse duration is (6 - 7.4) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/despair.csd"
                },
                {
                  "line": "Curse applies after 1.5 seconds delay",
                  "short": "Curse applies after 1.5 seconds delay",
                  "maxLine": "Curse applies after 1.5 seconds delay",
                  "maxShort": "Curse applies after 1.5 seconds delay",
                  "q20Line": "Curse applies after 1.5 seconds delay",
                  "q20Short": "Curse applies after 1.5 seconds delay",
                  "ggpkStatIds": [
                    "curse_delay_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Curse does not apply to enemies above level (0 - 20)",
                  "short": "Curse does not apply to enemies above level (0 - 20)",
                  "maxLine": "Curse does not apply to enemies above level (0 - 20)",
                  "maxShort": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Line": "Curse does not apply to enemies above level (0 - 20)",
                  "q20Short": "Curse does not apply to enemies above level (0 - 20)",
                  "ggpkStatIds": [
                    "skill_curses_cannot_apply_to_targets_above_level"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Curse Magnitudes",
                  "short": "(0 - 10)% increased Curse Magnitudes",
                  "maxLine": "(0 - 10)% increased Curse Magnitudes",
                  "maxShort": "(0 - 10)% increased Curse Magnitudes",
                  "q20Line": "(0 - 10)% increased Curse Magnitudes",
                  "q20Short": "(0 - 10)% increased Curse Magnitudes",
                  "ggpkStatIds": [
                    "curse_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cascadable",
                "Chaos",
                "AppliesCurse",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "chaos_damage",
                  "label": "Chaos",
                  "source": "Chaos_Damage",
                  "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                  "url": "https://poe2db.tw/Chaos_Damage",
                  "related": [
                    {
                      "key": "damagetypes",
                      "label": "DamageTypes",
                      "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                      "url": "https://poe2db.tw/us/Damage_Types",
                      "related": [
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "resistances",
                  "label": "Resistance",
                  "source": "Resistances",
                  "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                  "url": "https://poe2db.tw/Resistances",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "maximumresistances",
                      "label": "MaximumResistances",
                      "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                      "url": "https://poe2db.tw/us/Maximum_Resistances",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 7,
                    "raw": "[Curse]",
                    "leftKey": "Curse",
                    "label": "Curse",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 67,
                    "end": 80,
                    "raw": "[Chaos|Chaos]",
                    "leftKey": "Chaos",
                    "label": "Chaos",
                    "canonicalKey": "chaos_damage",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 105,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 35,
                    "raw": "[Chaos]",
                    "leftKey": "Chaos",
                    "label": "Chaos",
                    "canonicalKey": "chaos_damage",
                    "resolved": true
                  },
                  {
                    "start": 36,
                    "end": 60,
                    "raw": "[Resistances|Resistance]",
                    "leftKey": "Resistances",
                    "label": "Resistance",
                    "canonicalKey": "resistances",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Curse"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:49",
                "baseItemId": "Metadata/Items/Gems/SkillGemDespair",
                "activeSkillId": "despair",
                "grantedEffectId": "DespairPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/despair.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Despair.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchDespairSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Curse inflicts lowered Chaos Resistance.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "despair"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        }
      ]
    },
    {
      "id": "ground-effects",
      "label": "Ground Effects",
      "summary": "Named ground states from BuffDefinitions, paired with exact GGPK skills that create or interact with them.",
      "entries": [
        {
          "id": "ignited_ground",
          "title": "Ignited Ground",
          "description": "A named fire ground state. Its selected GGPK skill cards provide the exact creating and interaction text.",
          "descriptionSource": "authored-fallback-empty-ggpk-description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 180,
            "id": "ignited_ground",
            "rawName": "Ignited Ground",
            "rawDescription": "",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-91",
              "name": "Ball Lightning",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3af262bce24544035d6a80bd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6faf03bd62386bd5fe9cb29c.webp",
              "description": "Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.",
              "descriptionMarkup": "Fire a slow-moving [Projectile] that moves through enemies. The [Projectile] itself does not [Hit] enemies, but repeatedly discharges bolts of [Lightning] at nearby enemies. Consumes a [Fire] [ElementalInfusion|Infusion] if possible to slow down over time, create [IgnitedGround|Ignited Ground] as it travels, and explode dealing [Fire] damage in an Area after it dissipates.",
              "explicitMods": [
                {
                  "line": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "short": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "maxLine": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "maxShort": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "q20Line": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "q20Short": "Deals (1 - 6) to (4 - 105) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                },
                {
                  "line": "Bolts target enemies within 1.8 metres",
                  "short": "Bolts target enemies within 1.8 metres",
                  "maxLine": "Bolts target enemies within 1.8 metres",
                  "maxShort": "Bolts target enemies within 1.8 metres",
                  "q20Line": "Bolts target enemies within 1.8 metres",
                  "q20Short": "Bolts target enemies within 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                },
                {
                  "line": "375% more chance to Shock",
                  "short": "375% more chance to Shock",
                  "maxLine": "375% more chance to Shock",
                  "maxShort": "375% more chance to Shock",
                  "q20Line": "375% more chance to Shock",
                  "q20Short": "375% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Hits enemies in range every 0.2 seconds",
                  "short": "Hits enemies in range every 0.2 seconds",
                  "maxLine": "Hits enemies in range every 0.2 seconds",
                  "maxShort": "Hits enemies in range every 0.2 seconds",
                  "q20Line": "Hits enemies in range every 0.2 seconds",
                  "q20Short": "Hits enemies in range every 0.2 seconds",
                  "ggpkStatIds": [
                    "ball_lightning_base_hit_frequency_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "short": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "maxLine": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "maxShort": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "q20Line": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "q20Short": "Deals (19 - 570) to (29 - 856) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Fire-Infused explosion radius is 2.6 metres",
                  "short": "Fire-Infused explosion radius is 2.6 metres",
                  "maxLine": "Fire-Infused explosion radius is 2.6 metres",
                  "maxShort": "Fire-Infused explosion radius is 2.6 metres",
                  "q20Line": "Fire-Infused explosion radius is 2.6 metres",
                  "q20Short": "Fire-Infused explosion radius is 2.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Creates Ignited Ground every 0.35 seconds",
                  "short": "Creates Ignited Ground every 0.35 seconds",
                  "maxLine": "Creates Ignited Ground every 0.35 seconds",
                  "maxShort": "Creates Ignited Ground every 0.35 seconds",
                  "q20Line": "Creates Ignited Ground every 0.35 seconds",
                  "q20Short": "Creates Ignited Ground every 0.35 seconds",
                  "ggpkStatIds": [
                    "ball_lightning_infused_burning_ground_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd"
                },
                {
                  "line": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "short": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "maxLine": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "maxShort": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "q20Line": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "q20Short": "Deals (22 - 744) to (33 - 1116) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                },
                {
                  "line": "Ignited Ground radius is 0.9 metres",
                  "short": "Ignited Ground radius is 0.9 metres",
                  "maxLine": "Ignited Ground radius is 0.9 metres",
                  "maxShort": "Ignited Ground radius is 0.9 metres",
                  "q20Line": "Ignited Ground radius is 0.9 metres",
                  "q20Short": "Ignited Ground radius is 0.9 metres",
                  "ggpkStatIds": [
                    "active_skill_base_tertiary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                },
                {
                  "line": "Ignited Ground duration is 4 seconds",
                  "short": "Ignited Ground duration is 4 seconds",
                  "maxLine": "Ignited Ground duration is 4 seconds",
                  "maxShort": "Ignited Ground duration is 4 seconds",
                  "q20Line": "Ignited Ground duration is 4 seconds",
                  "q20Short": "Ignited Ground duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Bolts target enemies within (0 - 0.4) metres",
                  "short": "Bolts target enemies within (0 - 0.4) metres",
                  "maxLine": "Bolts target enemies within (0 - 0.4) metres",
                  "maxShort": "Bolts target enemies within (0 - 0.4) metres",
                  "q20Line": "Bolts target enemies within (0 - 0.4) metres",
                  "q20Short": "Bolts target enemies within (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Projectile",
                "ProjectilesFromUser",
                "Area",
                "Totemable",
                "Trappable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Lightning",
                "Unleashable",
                "AreaSpell",
                "UsableWhileMoving",
                "Sustained",
                "CreatesGroundEffect",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 19,
                    "end": 31,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 76,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 93,
                    "end": 98,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 154,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 191,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 220,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 264,
                    "end": 294,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 330,
                    "end": 336,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 18,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 31,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 100,
                    "raw": "[ElementalInfusion|Infused]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infused",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 106,
                    "end": 112,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 123,
                    "end": 153,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:91",
                "baseItemId": "Metadata/Items/Gems/SkillGemBallLightning",
                "activeSkillId": "ball_lightning",
                "grantedEffectId": "BallLightningPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ball_lightning/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressBallLightning.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BallLightningSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-434",
              "name": "Explosive Spear",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Projectile · ProjectilesFromUser · Attack · Area · UsableWhileMoving · Spear · Barrageable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f4b4421459bd2d2447d63b3e.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6daccf5ed67f1bd8fe4c8212.webp",
              "description": "Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.",
              "descriptionMarkup": "Hurl a single payload [Spear] that pierces through enemies and lodges in terrain where it lands. The [Spear] will explode at the end of its [DetonationTime|Detonation Time] or if [Detonator|Detonated]. Consumes a [Charges|Frenzy Charge] if you have one to explode immediately, dealing more damage in a cross-shaped area and creating [IgnitedGround|Ignited Ground].",
              "explicitMods": [
                {
                  "line": "Limit (1 - 3) lodged Spears",
                  "short": "Limit (1 - 3) lodged Spears",
                  "maxLine": "Limit (1 - 3) lodged Spears",
                  "maxShort": "Limit (1 - 3) lodged Spears",
                  "q20Line": "Limit (1 - 3) lodged Spears",
                  "q20Short": "Limit (1 - 3) lodged Spears",
                  "ggpkStatIds": [
                    "base_number_of_remote_spear_mines_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_0.csd"
                },
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 2.5 seconds",
                  "short": "Detonation Time is 2.5 seconds",
                  "maxLine": "Detonation Time is 2.5 seconds",
                  "maxShort": "Detonation Time is 2.5 seconds",
                  "q20Line": "Detonation Time is 2.5 seconds",
                  "q20Short": "Detonation Time is 2.5 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 2.8 metres",
                  "short": "Explosion radius is 2.8 metres",
                  "maxLine": "Explosion radius is 2.8 metres",
                  "maxShort": "Explosion radius is 2.8 metres",
                  "q20Line": "Explosion radius is 2.8 metres",
                  "q20Short": "Explosion radius is 2.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_1.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion length is (4 - 5.9) metres",
                  "short": "Explosion length is (4 - 5.9) metres",
                  "maxLine": "Explosion length is (4 - 5.9) metres",
                  "maxShort": "Explosion length is (4 - 5.9) metres",
                  "q20Line": "Explosion length is (4 - 5.9) metres",
                  "q20Short": "Explosion length is (4 - 5.9) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Explosion width is 1.5 metres",
                  "short": "Explosion width is 1.5 metres",
                  "maxLine": "Explosion width is 1.5 metres",
                  "maxShort": "Explosion width is 1.5 metres",
                  "q20Line": "Explosion width is 1.5 metres",
                  "q20Short": "Explosion width is 1.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Ignited Ground radius is 2 metres",
                  "short": "Ignited Ground radius is 2 metres",
                  "maxLine": "Ignited Ground radius is 2 metres",
                  "maxShort": "Ignited Ground radius is 2 metres",
                  "q20Line": "Ignited Ground radius is 2 metres",
                  "q20Short": "Ignited Ground radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_tertiary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Ignited Ground duration is 8 seconds",
                  "short": "Ignited Ground duration is 8 seconds",
                  "maxLine": "Ignited Ground duration is 8 seconds",
                  "maxShort": "Ignited Ground duration is 8 seconds",
                  "q20Line": "Ignited Ground duration is 8 seconds",
                  "q20Short": "Ignited Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "short": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "maxLine": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "maxShort": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "q20Line": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "q20Short": "Ignited Ground Ignites enemies as though dealing the explosion's damage",
                  "ggpkStatIds": [
                    "display_fake_attack_hit_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                },
                {
                  "line": "100% increased Ignite Magnitude",
                  "short": "100% increased Ignite Magnitude",
                  "maxLine": "100% increased Ignite Magnitude",
                  "maxShort": "100% increased Ignite Magnitude",
                  "q20Line": "100% increased Ignite Magnitude",
                  "q20Short": "100% increased Ignite Magnitude",
                  "ggpkStatIds": [
                    "base_ignite_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 0.4) metres to Explosion radius",
                  "short": "+(0 - 0.4) metres to Explosion radius",
                  "maxLine": "+(0 - 0.4) metres to Explosion radius",
                  "maxShort": "+(0 - 0.4) metres to Explosion radius",
                  "q20Line": "+(0 - 0.4) metres to Explosion radius",
                  "q20Short": "+(0 - 0.4) metres to Explosion radius",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_1.csd"
                },
                {
                  "line": "+(0 - 0.4) metres to Explosion length",
                  "short": "+(0 - 0.4) metres to Explosion length",
                  "maxLine": "+(0 - 0.4) metres to Explosion length",
                  "maxShort": "+(0 - 0.4) metres to Explosion length",
                  "q20Line": "+(0 - 0.4) metres to Explosion length",
                  "q20Short": "+(0 - 0.4) metres to Explosion length",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                }
              ],
              "tags": [
                "Projectile",
                "ProjectilesFromUser",
                "Attack",
                "Area",
                "UsableWhileMoving",
                "Spear",
                "Barrageable",
                "RangedAttack",
                "Fire",
                "UsableWhileMounted",
                "CreatesGroundEffect",
                "Duration",
                "Limit",
                "CannotChain",
                "ConsumesCharges",
                "SkillConsumesFrenzyChargesOnUse",
                "DetonatesAfterTime",
                "ProjectilesNumberModifiersNotApplied",
                "Detonator",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonation_time",
                  "label": "Detonation Time",
                  "source": "Detonation_Time",
                  "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                  "url": "https://poe2db.tw/Detonation_Time",
                  "related": [
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonated",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 22,
                    "end": 29,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 101,
                    "end": 108,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 140,
                    "end": 172,
                    "raw": "[DetonationTime|Detonation Time]",
                    "leftKey": "DetonationTime",
                    "label": "Detonation Time",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 179,
                    "end": 200,
                    "raw": "[Detonator|Detonated]",
                    "leftKey": "Detonator",
                    "label": "Detonated",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 213,
                    "end": 236,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 333,
                    "end": 363,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 14,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 102,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:434",
                "baseItemId": "Metadata/Items/Gem/SkillGemExplosiveSpear",
                "activeSkillId": "explosive_spear",
                "grantedEffectId": "ExplosiveSpearPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/explosive_spear/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressRemoteMineSpear.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RemoteMineSpearSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-79",
              "name": "Incinerate",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Totemable · Fire · Channel · Area · AreaSpell",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4c4e0d8dfce2a980f3f2070c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/be25639fb9c37435dfd075a7.webp",
              "description": "Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.",
              "descriptionMarkup": "Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of [Fire] from your hand, [Ignite|Igniting] enemies in front of you. The flames grow stronger the longer you [Channelling|Channel]. [Consume|Consumes] a [Fire] [ElementalInfusion|Infusion] if possible to also create [IgnitedGround|Ignited Ground]. Cannot gain fuel while using this skill.",
              "explicitMods": [
                {
                  "line": "Deals (2 - 83) to (4 - 124) Fire Damage",
                  "short": "Deals (2 - 83) to (4 - 124) Fire Damage",
                  "maxLine": "Deals (2 - 83) to (4 - 124) Fire Damage",
                  "maxShort": "Deals (2 - 83) to (4 - 124) Fire Damage",
                  "q20Line": "Deals (2 - 83) to (4 - 124) Fire Damage",
                  "q20Short": "Deals (2 - 83) to (4 - 124) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_0.csd"
                },
                {
                  "line": "Cone length is 5.8 metres",
                  "short": "Cone length is 5.8 metres",
                  "maxLine": "Cone length is 5.8 metres",
                  "maxShort": "Cone length is 5.8 metres",
                  "q20Line": "Cone length is 5.8 metres",
                  "q20Short": "Cone length is 5.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_0.csd"
                },
                {
                  "line": "Ignites from a single use of this Skill Compound if not from Ignited Ground",
                  "short": "Ignites from a single use of this Skill Compound if not from Ignited Ground",
                  "maxLine": "Ignites from a single use of this Skill Compound if not from Ignited Ground",
                  "maxShort": "Ignites from a single use of this Skill Compound if not from Ignited Ground",
                  "q20Line": "Ignites from a single use of this Skill Compound if not from Ignited Ground",
                  "q20Short": "Ignites from a single use of this Skill Compound if not from Ignited Ground",
                  "ggpkStatIds": [
                    "active_skill_compounding_ignites"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_0.csd"
                },
                {
                  "line": "Deals (1.7 - 57.6) Fire Damage per second",
                  "short": "Deals (1.7 - 57.6) Fire Damage per second",
                  "maxLine": "Deals (1.7 - 57.6) Fire Damage per second",
                  "maxShort": "Deals (1.7 - 57.6) Fire Damage per second",
                  "q20Line": "Deals (1.7 - 57.6) Fire Damage per second",
                  "q20Short": "Deals (1.7 - 57.6) Fire Damage per second",
                  "ggpkStatIds": [
                    "base_fire_damage_to_deal_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_0.csd"
                },
                {
                  "line": "Gains (2 - 7) milliseconds of fuel per Mana spent",
                  "short": "Gains (2 - 7) milliseconds of fuel per Mana spent",
                  "maxLine": "Gains (2 - 7) milliseconds of fuel per Mana spent",
                  "maxShort": "Gains (2 - 7) milliseconds of fuel per Mana spent",
                  "q20Line": "Gains (2 - 7) milliseconds of fuel per Mana spent",
                  "q20Short": "Gains (2 - 7) milliseconds of fuel per Mana spent",
                  "ggpkStatIds": [
                    "incinerate_fuel_gain_per_mana_spent"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_0.csd"
                },
                {
                  "line": "Can store up to 5 seconds of fuel",
                  "short": "Can store up to 5 seconds of fuel",
                  "maxLine": "Can store up to 5 seconds of fuel",
                  "maxShort": "Can store up to 5 seconds of fuel",
                  "q20Line": "Can store up to 5 seconds of fuel",
                  "q20Short": "Can store up to 5 seconds of fuel",
                  "ggpkStatIds": [
                    "incinerate_maximum_fuel"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_0.csd"
                },
                {
                  "line": "Deals (24 - 829) to (36 - 1243) Fire Damage",
                  "short": "Deals (24 - 829) to (36 - 1243) Fire Damage",
                  "maxLine": "Deals (24 - 829) to (36 - 1243) Fire Damage",
                  "maxShort": "Deals (24 - 829) to (36 - 1243) Fire Damage",
                  "q20Line": "Deals (24 - 829) to (36 - 1243) Fire Damage",
                  "q20Short": "Deals (24 - 829) to (36 - 1243) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_1.csd"
                },
                {
                  "line": "Ignited Ground duration is 8 seconds",
                  "short": "Ignited Ground duration is 8 seconds",
                  "maxLine": "Ignited Ground duration is 8 seconds",
                  "maxShort": "Ignited Ground duration is 8 seconds",
                  "q20Line": "Ignited Ground duration is 8 seconds",
                  "q20Short": "Ignited Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Ignite duration",
                  "short": "(0 - 20)% more Ignite duration",
                  "maxLine": "(0 - 20)% more Ignite duration",
                  "maxShort": "(0 - 20)% more Ignite duration",
                  "q20Line": "(0 - 20)% more Ignite duration",
                  "q20Short": "(0 - 20)% more Ignite duration",
                  "ggpkStatIds": [
                    "active_skill_ignite_duration_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Totemable",
                "Fire",
                "Channel",
                "Area",
                "AreaSpell",
                "Duration",
                "UsableWhileMoving",
                "Sustained",
                "CreatesGroundEffect",
                "DamageOverTime"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "ignite",
                  "label": "Igniting",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "channelling",
                  "label": "Channel",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 95,
                    "end": 101,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 118,
                    "end": 135,
                    "raw": "[Ignite|Igniting]",
                    "leftKey": "Ignite",
                    "label": "Igniting",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 201,
                    "end": 222,
                    "raw": "[Channelling|Channel]",
                    "leftKey": "Channelling",
                    "label": "Channel",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 224,
                    "end": 242,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 245,
                    "end": 251,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 252,
                    "end": 280,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 308,
                    "end": 338,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 95,
                    "end": 101,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:79",
                "baseItemId": "Metadata/Items/Gems/SkillGemIncinerate",
                "activeSkillId": "incinerate_player",
                "grantedEffectId": "IncineratePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/incinerate_player/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressIncinerate.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/IncinerateSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-370",
              "name": "Oil Grenade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe778c964ba09af35ffa73ec.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/40b49059ee6a0177886dac46.webp",
              "description": "Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.",
              "descriptionMarkup": "Fire a bouncing [Grenade] that bursts in a spray of [Oil] when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the [OilGround|ground] and nearby enemies in [Oil]. Oil created this way can be [Ignite|Ignited] by [Detonator] Skills or [IgnitedGround|Ignited Ground].",
              "explicitMods": [
                {
                  "line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxLine": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxShort": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 40%",
                  "short": "Oil Slows enemy movement speed by 40%",
                  "maxLine": "Oil Slows enemy movement speed by 40%",
                  "maxShort": "Oil Slows enemy movement speed by 40%",
                  "q20Line": "Oil Slows enemy movement speed by 40%",
                  "q20Short": "Oil Slows enemy movement speed by 40%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 1.6 seconds",
                  "short": "Detonation Time is 1.6 seconds",
                  "maxLine": "Detonation Time is 1.6 seconds",
                  "maxShort": "Detonation Time is 1.6 seconds",
                  "q20Line": "Detonation Time is 1.6 seconds",
                  "q20Short": "Detonation Time is 1.6 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground is (2 - 2.6) metres",
                  "short": "Oil Ground is (2 - 2.6) metres",
                  "maxLine": "Oil Ground is (2 - 2.6) metres",
                  "maxShort": "Oil Ground is (2 - 2.6) metres",
                  "q20Line": "Oil Ground is (2 - 2.6) metres",
                  "q20Short": "Oil Ground is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "ProjectileNumber",
                "ProjectileSpeed",
                "Cooldown",
                "Duration",
                "Grenade",
                "Fire",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "DetonatesAfterTime",
                "Projectile",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "grenade",
                  "label": "Grenade",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignited",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 57,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 149,
                    "end": 167,
                    "raw": "[OilGround|ground]",
                    "leftKey": "OilGround",
                    "label": "ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 190,
                    "end": 195,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 225,
                    "end": 241,
                    "raw": "[Ignite|Ignited]",
                    "leftKey": "Ignite",
                    "label": "Ignited",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 245,
                    "end": 256,
                    "raw": "[Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 267,
                    "end": 297,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:370",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilGrenade",
                "activeSkillId": "oil_grenade",
                "grantedEffectId": "OilGrenadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/OilGrenade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/OilGrenadeMercGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-961",
              "name": "Spear of Solaris",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Projectile · Fire · RangedAttack · Spear · Sustained",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/dede1d47ae24a3b61cf2fca4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/688d0fc8611be3a3f43c5d42.webp",
              "description": "Build Glory by inflicting Freeze, Shock or Ignite on enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.",
              "descriptionMarkup": "Build [Glory] by inflicting [Freeze], [Shock] or [Ignite] on enemies. When you have maximum [Glory] you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your [Spear] in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding [IgnitedGround|Ignited Ground]. Modifiers to number of [Projectile|Projectiles] fired do not apply to this skill.",
              "explicitMods": [
                {
                  "line": "Impact radius is 2 metres",
                  "short": "Impact radius is 2 metres",
                  "maxLine": "Impact radius is 2 metres",
                  "maxShort": "Impact radius is 2 metres",
                  "q20Line": "Impact radius is 2 metres",
                  "q20Short": "Impact radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spear_of_solaris/statset_0.csd"
                },
                {
                  "line": "Requires 20 Glory to use",
                  "short": "Requires 20 Glory to use",
                  "maxLine": "Requires 20 Glory to use",
                  "maxShort": "Requires 20 Glory to use",
                  "q20Line": "Requires 20 Glory to use",
                  "q20Short": "Requires 20 Glory to use",
                  "ggpkStatIds": [
                    "active_skill_requires_X_glory"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Can't be Evaded",
                  "short": "Can't be Evaded",
                  "maxLine": "Can't be Evaded",
                  "maxShort": "Can't be Evaded",
                  "q20Line": "Can't be Evaded",
                  "q20Short": "Can't be Evaded",
                  "ggpkStatIds": [
                    "global_always_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 75% of Physical damage to Fire damage",
                  "short": "Converts 75% of Physical damage to Fire damage",
                  "maxLine": "Converts 75% of Physical damage to Fire damage",
                  "maxShort": "Converts 75% of Physical damage to Fire damage",
                  "q20Line": "Converts 75% of Physical damage to Fire damage",
                  "q20Short": "Converts 75% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+1.4 seconds to Total Attack Time",
                  "short": "+1.4 seconds to Total Attack Time",
                  "maxLine": "+1.4 seconds to Total Attack Time",
                  "maxShort": "+1.4 seconds to Total Attack Time",
                  "q20Line": "+1.4 seconds to Total Attack Time",
                  "q20Short": "+1.4 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Pulse radius is 2 metres",
                  "short": "Pulse radius is 2 metres",
                  "maxLine": "Pulse radius is 2 metres",
                  "maxShort": "Pulse radius is 2 metres",
                  "q20Line": "Pulse radius is 2 metres",
                  "q20Short": "Pulse radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spear_of_solaris/statset_1.csd"
                },
                {
                  "line": "Ground spear pulses every 0.2 seconds, up to 20 times",
                  "short": "Ground spear pulses every 0.2 seconds, up to 20 times",
                  "maxLine": "Ground spear pulses every 0.2 seconds, up to 20 times",
                  "maxShort": "Ground spear pulses every 0.2 seconds, up to 20 times",
                  "q20Line": "Ground spear pulses every 0.2 seconds, up to 20 times",
                  "q20Short": "Ground spear pulses every 0.2 seconds, up to 20 times",
                  "ggpkStatIds": [
                    "solaris_spear_pulse_delay_ms",
                    "solaris_spear_number_of_pulses"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Ignited Ground radius is 2 metres",
                  "short": "Ignited Ground radius is 2 metres",
                  "maxLine": "Ignited Ground radius is 2 metres",
                  "maxShort": "Ignited Ground radius is 2 metres",
                  "q20Line": "Ignited Ground radius is 2 metres",
                  "q20Short": "Ignited Ground radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spear_of_solaris/statset_2.csd"
                },
                {
                  "line": "Gains Radius over the Ground Spear's lifetime, up to 100% more at the end of the Spear's lifetime",
                  "short": "Gains Radius over the Ground Spear's lifetime, up to 100% more at the end of the Spear's lifetime",
                  "maxLine": "Gains Radius over the Ground Spear's lifetime, up to 100% more at the end of the Spear's lifetime",
                  "maxShort": "Gains Radius over the Ground Spear's lifetime, up to 100% more at the end of the Spear's lifetime",
                  "q20Line": "Gains Radius over the Ground Spear's lifetime, up to 100% more at the end of the Spear's lifetime",
                  "q20Short": "Gains Radius over the Ground Spear's lifetime, up to 100% more at the end of the Spear's lifetime",
                  "ggpkStatIds": [
                    "solaris_spear_ground_expands_to_+%_final_by_skill_end"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spear_of_solaris/statset_2.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 25)% chance to retain 40% of Glory on use",
                  "short": "(0 - 25)% chance to retain 40% of Glory on use",
                  "maxLine": "(0 - 25)% chance to retain 40% of Glory on use",
                  "maxShort": "(0 - 25)% chance to retain 40% of Glory on use",
                  "q20Line": "(0 - 25)% chance to retain 40% of Glory on use",
                  "q20Short": "(0 - 25)% chance to retain 40% of Glory on use",
                  "ggpkStatIds": [
                    "chance_to_retain_40%_of_glory_on_use_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Projectile",
                "Fire",
                "RangedAttack",
                "Spear",
                "Sustained",
                "ProjectilesNumberModifiersNotApplied",
                "CreatesGroundEffect",
                "GroundTargetedProjectile",
                "CannotChain",
                "Rain",
                "HasUsageCondition"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "glory",
                  "label": "Glory",
                  "source": "Glory",
                  "description": "Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.\nDifferent Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.",
                  "url": "https://poe2db.tw/Glory",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "banner_skills",
                      "label": "Banner_Skills",
                      "description": "Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the Power of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas.\nNormally you have a limit of a single Banner placed at one time.",
                      "url": "https://poe2db.tw/Banner_Skills",
                      "related": [
                        {
                          "key": "power",
                          "label": "Power",
                          "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                          "url": "https://poe2db.tw/us/Monster_Power",
                          "related": [
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 6,
                    "end": 13,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 36,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 45,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 57,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 92,
                    "end": 99,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 183,
                    "end": 190,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 330,
                    "end": 360,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 385,
                    "end": 409,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 6,
                    "end": 13,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:961",
                "baseItemId": "Metadata/Items/Gem/SkillGemSpearOfSolaris",
                "activeSkillId": "spear_of_solaris",
                "grantedEffectId": "SpearOfSolarisPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/spear_of_solaris/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/spear_of_solaris/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/spear_of_solaris/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SolarisSpearSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SolarisSpearSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1078",
              "name": "Walking Calamity",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Buff · Duration · UsableWhileMoving · HasUsageCondition · Shapeshift · Bear",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d01eb3fb0c8f7f851943de05.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/aff6f5427790f54262310f97.webp",
              "description": "Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.",
              "descriptionMarkup": "Build [Glory] by gaining [Rage] while already at maximum [Rage]. When you have maximum [Glory], roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you [Gain] [Fire] damage and [Rage] regeneration. This Skill's effects are suppressed if you leave [Bear] form, but will resume if you return to [Bear] form before the duration expires.",
              "explicitMods": [
                {
                  "line": "Trigger a Meteor every 0.15 seconds",
                  "short": "Trigger a Meteor every 0.15 seconds",
                  "maxLine": "Trigger a Meteor every 0.15 seconds",
                  "maxShort": "Trigger a Meteor every 0.15 seconds",
                  "q20Line": "Trigger a Meteor every 0.15 seconds",
                  "q20Short": "Trigger a Meteor every 0.15 seconds",
                  "ggpkStatIds": [
                    "walking_calamity_spawn_meteor_every_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "A large Meteor falls every 15 Meteors",
                  "short": "A large Meteor falls every 15 Meteors",
                  "maxLine": "A large Meteor falls every 15 Meteors",
                  "maxShort": "A large Meteor falls every 15 Meteors",
                  "q20Line": "A large Meteor falls every 15 Meteors",
                  "q20Short": "A large Meteor falls every 15 Meteors",
                  "ggpkStatIds": [
                    "walking_calamity_large_meteor_every"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "Meteors fall in 8 metre radius",
                  "short": "Meteors fall in 8 metre radius",
                  "maxLine": "Meteors fall in 8 metre radius",
                  "maxShort": "Meteors fall in 8 metre radius",
                  "q20Line": "Meteors fall in 8 metre radius",
                  "q20Short": "Meteors fall in 8 metre radius",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%",
                  "short": "Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%",
                  "maxLine": "Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%",
                  "maxShort": "Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%",
                  "q20Line": "Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%",
                  "q20Short": "Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%",
                  "ggpkStatIds": [
                    "walking_calamity_meteor_frequency_+%_per_enemy_in_walking_calamity_radius",
                    "walking_calamity_meteor_frequency_+%_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "Large meteors can target a single enemy only once every 2 seconds",
                  "short": "Large meteors can target a single enemy only once every 2 seconds",
                  "maxLine": "Large meteors can target a single enemy only once every 2 seconds",
                  "maxShort": "Large meteors can target a single enemy only once every 2 seconds",
                  "q20Line": "Large meteors can target a single enemy only once every 2 seconds",
                  "q20Short": "Large meteors can target a single enemy only once every 2 seconds",
                  "ggpkStatIds": [
                    "walking_calamity_large_meteor_same_target_prevention_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "Buff duration is 10 seconds",
                  "short": "Buff duration is 10 seconds",
                  "maxLine": "Buff duration is 10 seconds",
                  "maxShort": "Buff duration is 10 seconds",
                  "q20Line": "Buff duration is 10 seconds",
                  "q20Short": "Buff duration is 10 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "Buff grants 5 Rage regenerated per second",
                  "short": "Buff grants 5 Rage regenerated per second",
                  "maxLine": "Buff grants 5 Rage regenerated per second",
                  "maxShort": "Buff grants 5 Rage regenerated per second",
                  "q20Line": "Buff grants 5 Rage regenerated per second",
                  "q20Short": "Buff grants 5 Rage regenerated per second",
                  "ggpkStatIds": [
                    "walking_calamity_base_rage_regeneration_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "Buff grants 30% of damage Gained as Fire damage",
                  "short": "Buff grants 30% of damage Gained as Fire damage",
                  "maxLine": "Buff grants 30% of damage Gained as Fire damage",
                  "maxShort": "Buff grants 30% of damage Gained as Fire damage",
                  "q20Line": "Buff grants 30% of damage Gained as Fire damage",
                  "q20Short": "Buff grants 30% of damage Gained as Fire damage",
                  "ggpkStatIds": [
                    "walking_calamity_non_skill_base_all_damage_%_to_gain_as_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                },
                {
                  "line": "Requires 50 Glory to use",
                  "short": "Requires 50 Glory to use",
                  "maxLine": "Requires 50 Glory to use",
                  "maxShort": "Requires 50 Glory to use",
                  "q20Line": "Requires 50 Glory to use",
                  "q20Short": "Requires 50 Glory to use",
                  "ggpkStatIds": [
                    "active_skill_requires_X_glory"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+0.3 seconds to base attack time if not standing",
                  "short": "+0.3 seconds to base attack time if not standing",
                  "maxLine": "+0.3 seconds to base attack time if not standing",
                  "maxShort": "+0.3 seconds to base attack time if not standing",
                  "q20Line": "+0.3 seconds to base attack time if not standing",
                  "q20Short": "+0.3 seconds to base attack time if not standing",
                  "ggpkStatIds": [
                    "bear_skills_additional_base_attack_time_when_performing_from_default_stance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Impact radius is 0.8 metres",
                  "short": "Impact radius is 0.8 metres",
                  "maxLine": "Impact radius is 0.8 metres",
                  "maxShort": "Impact radius is 0.8 metres",
                  "q20Line": "Impact radius is 0.8 metres",
                  "q20Short": "Impact radius is 0.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity_meteor.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Impact radius is 1.4 metres",
                  "short": "Impact radius is 1.4 metres",
                  "maxLine": "Impact radius is 1.4 metres",
                  "maxShort": "Impact radius is 1.4 metres",
                  "q20Line": "Impact radius is 1.4 metres",
                  "q20Short": "Impact radius is 1.4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity_meteor.csd"
                },
                {
                  "line": "Ignited Ground duration is 5 seconds",
                  "short": "Ignited Ground duration is 5 seconds",
                  "maxLine": "Ignited Ground duration is 5 seconds",
                  "maxShort": "Ignited Ground duration is 5 seconds",
                  "q20Line": "Ignited Ground duration is 5 seconds",
                  "q20Short": "Ignited Ground duration is 5 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity_meteor.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Buff grants +(0 - 10)% of damage Gained as Fire damage",
                  "short": "Buff grants +(0 - 10)% of damage Gained as Fire damage",
                  "maxLine": "Buff grants +(0 - 10)% of damage Gained as Fire damage",
                  "maxShort": "Buff grants +(0 - 10)% of damage Gained as Fire damage",
                  "q20Line": "Buff grants +(0 - 10)% of damage Gained as Fire damage",
                  "q20Short": "Buff grants +(0 - 10)% of damage Gained as Fire damage",
                  "ggpkStatIds": [
                    "walking_calamity_non_skill_base_all_damage_%_to_gain_as_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                }
              ],
              "tags": [
                "Attack",
                "Buff",
                "Duration",
                "UsableWhileMoving",
                "HasUsageCondition",
                "Shapeshift",
                "Bear",
                "Area",
                "Fire"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "glory",
                  "label": "Glory",
                  "source": "Glory",
                  "description": "Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.\nDifferent Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.",
                  "url": "https://poe2db.tw/Glory",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "banner_skills",
                      "label": "Banner_Skills",
                      "description": "Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the Power of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas.\nNormally you have a limit of a single Banner placed at one time.",
                      "url": "https://poe2db.tw/Banner_Skills",
                      "related": [
                        {
                          "key": "power",
                          "label": "Power",
                          "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                          "url": "https://poe2db.tw/us/Monster_Power",
                          "related": [
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "rage",
                  "label": "Rage",
                  "source": "Rage",
                  "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                  "url": "https://poe2db.tw/Rage",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "gain",
                  "label": "Gain",
                  "source": "Gain",
                  "description": "Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).\nFor example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.\nDamage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.",
                  "url": "https://poe2db.tw/us/Damage_Gained_as_extra_X",
                  "related": [
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "conversion",
                      "label": "Conversion",
                      "description": "Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.\nFor example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .\nConversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.",
                      "url": "https://poe2db.tw/us/Damage_Conversion",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "bear_form",
                  "label": "Bear",
                  "source": "Bear_Form",
                  "description": "Shapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage .\nWhile in Bear form, you gain:\n• +10 to Armour per level\n• 30% of Armour also applies to Elemental Damage\n• an Endurance Charge for every 15 Rage you spend",
                  "url": "https://poe2db.tw/Bear_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "rage",
                      "label": "Rage",
                      "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                      "url": "https://poe2db.tw/Rage",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "elementaldamage",
                      "label": "ElementalDamage",
                      "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                      "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "charges",
                      "label": "Charges",
                      "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                      "url": "https://poe2db.tw/Charges",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 6,
                    "end": 13,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 31,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 63,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 94,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 222,
                    "end": 228,
                    "raw": "[Gain]",
                    "leftKey": "Gain",
                    "label": "Gain",
                    "canonicalKey": "gain",
                    "resolved": true
                  },
                  {
                    "start": 229,
                    "end": 235,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 247,
                    "end": 253,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 317,
                    "end": 323,
                    "raw": "[Bear]",
                    "leftKey": "Bear",
                    "label": "Bear",
                    "canonicalKey": "bear_form",
                    "resolved": true
                  },
                  {
                    "start": 363,
                    "end": 369,
                    "raw": "[Bear]",
                    "leftKey": "Bear",
                    "label": "Bear",
                    "canonicalKey": "bear_form",
                    "resolved": true
                  },
                  {
                    "start": 6,
                    "end": 13,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 17,
                    "end": 23,
                    "raw": "[Bear]",
                    "leftKey": "Bear",
                    "label": "Bear",
                    "canonicalKey": "bear_form",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1078",
                "baseItemId": "Metadata/Items/Gems/SkillGemWalkingCalamity",
                "activeSkillId": "walking_calamity",
                "grantedEffectId": "WalkingCalamityPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/walking_calamity.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidWalkingCalamity.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidWalkingCalamitySkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-694",
              "name": "Burning Inscription",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/043cf6af60361cd24bd32617.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c4626ba2158c340cbd5c13e2.webp",
              "description": "Supports any Skill which creates Runic Inscriptions when Cast, causing those Runic Inscriptions to trigger Burning Inscription when they expire. Burning Inscription is a Spell which creates Ignited Ground based off of your Maximum Mana.",
              "descriptionMarkup": "Supports any Skill which creates [RunicInscription|Runic Inscriptions] when Cast, causing those [RunicInscription|Runic Inscriptions] to trigger Burning Inscription when they expire. Burning Inscription is a [Spell] which creates [IgnitedGround|Ignited Ground] based off of your Maximum Mana.",
              "explicitMods": [
                {
                  "line": "Supported Skills trigger Burning Inscription after their Runic Inscriptions expire",
                  "short": "Supported Skills trigger Burning Inscription after their Runic Inscriptions expire",
                  "maxLine": "Supported Skills trigger Burning Inscription after their Runic Inscriptions expire",
                  "maxShort": "Supported Skills trigger Burning Inscription after their Runic Inscriptions expire",
                  "q20Line": "Supported Skills trigger Burning Inscription after their Runic Inscriptions expire",
                  "q20Short": "Supported Skills trigger Burning Inscription after their Runic Inscriptions expire",
                  "ggpkStatIds": [
                    "triggers_burning_runes_on_placing_ground_rune"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Ignited Ground radius is 2 metres",
                  "short": "Ignited Ground radius is 2 metres",
                  "maxLine": "Ignited Ground radius is 2 metres",
                  "maxShort": "Ignited Ground radius is 2 metres",
                  "q20Line": "Ignited Ground radius is 2 metres",
                  "q20Short": "Ignited Ground radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/burning_runes.csd"
                },
                {
                  "line": "Ignited Ground duration is 4 seconds",
                  "short": "Ignited Ground duration is 4 seconds",
                  "maxLine": "Ignited Ground duration is 4 seconds",
                  "maxShort": "Ignited Ground duration is 4 seconds",
                  "q20Line": "Ignited Ground duration is 4 seconds",
                  "q20Short": "Ignited Ground duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/burning_runes.csd"
                },
                {
                  "line": "Create Ignited Ground, Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana",
                  "short": "Create Ignited Ground, Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana",
                  "maxLine": "Create Ignited Ground, Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana",
                  "maxShort": "Create Ignited Ground, Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana",
                  "q20Line": "Create Ignited Ground, Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana",
                  "q20Short": "Create Ignited Ground, Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana",
                  "ggpkStatIds": [
                    "support_burning_runes_base_fire_damage_equal_to_%_maximum_mana"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "runicinscription",
                  "label": "Runic Inscriptions",
                  "source": "RunicInscription",
                  "description": "Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.",
                  "url": "https://poe2db.tw/us/Runic_Inscriptions",
                  "related": []
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 33,
                    "end": 70,
                    "raw": "[RunicInscription|Runic Inscriptions]",
                    "leftKey": "RunicInscription",
                    "label": "Runic Inscriptions",
                    "canonicalKey": "runicinscription",
                    "resolved": true
                  },
                  {
                    "start": 96,
                    "end": 133,
                    "raw": "[RunicInscription|Runic Inscriptions]",
                    "leftKey": "RunicInscription",
                    "label": "Runic Inscriptions",
                    "canonicalKey": "runicinscription",
                    "resolved": true
                  },
                  {
                    "start": 208,
                    "end": 215,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 230,
                    "end": 260,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:694",
                "baseItemId": "Metadata/Items/Gems/SupportGemBurningInscription",
                "activeSkillId": "",
                "grantedEffectId": "SupportBurningRunesPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/BurningRunesSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/BurningRunesSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
              "sourceKind": "exact-keyword-popup",
              "hintKey": "ignited_ground",
              "source": "Ignited_Ground",
              "url": "https://poe2db.tw/Ignited_Ground"
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 7,
            "publishedCards": 7,
            "truncated": false,
            "matchTerms": [
              "Ignited Ground"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "chilled_ground",
          "title": "Chilled Ground",
          "description": "A named cold ground state. Its selected GGPK skill cards provide the exact creating and interaction text.",
          "descriptionSource": "authored-fallback-empty-ggpk-description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 182,
            "id": "chilled_ground",
            "rawName": "Chilled Ground",
            "rawDescription": "",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-0",
              "name": "Ice Nova",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3681c15de2227e3e8e555363.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4f4f43bf37017b1d3a8ba889.webp",
              "description": "Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.",
              "descriptionMarkup": "Conjure a wave of ice in all directions, [Knockback|Knocking Back] enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt [Projectile] will cause it to originate from the Frostbolt instead of you. [Consume|Consumes] a [Cold] [ElementalInfusion|Infusion] if possible to leave a patch of [ChilledGround|Chilled Ground].",
              "explicitMods": [
                {
                  "line": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "short": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "maxLine": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "maxShort": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "q20Line": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "q20Short": "Deals (6 - 131) to (8 - 196) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd"
                },
                {
                  "line": "Nova radius is 3.2 metres",
                  "short": "Nova radius is 3.2 metres",
                  "maxLine": "Nova radius is 3.2 metres",
                  "maxShort": "Nova radius is 3.2 metres",
                  "q20Line": "Nova radius is 3.2 metres",
                  "q20Short": "Nova radius is 3.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd"
                },
                {
                  "line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxLine": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxShort": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(100 - 157)% more Freeze Buildup",
                  "short": "(100 - 157)% more Freeze Buildup",
                  "maxLine": "(100 - 157)% more Freeze Buildup",
                  "maxShort": "(100 - 157)% more Freeze Buildup",
                  "q20Line": "(100 - 157)% more Freeze Buildup",
                  "q20Short": "(100 - 157)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "short": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "maxLine": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "maxShort": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "q20Line": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "q20Short": "Deals (15 - 448) to (22 - 672) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                },
                {
                  "line": "Explosion and Chilled Ground radius are 4.8 metres",
                  "short": "Explosion and Chilled Ground radius are 4.8 metres",
                  "maxLine": "Explosion and Chilled Ground radius are 4.8 metres",
                  "maxShort": "Explosion and Chilled Ground radius are 4.8 metres",
                  "q20Line": "Explosion and Chilled Ground radius are 4.8 metres",
                  "q20Short": "Explosion and Chilled Ground radius are 4.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                },
                {
                  "line": "Chilled Ground duration is 8 seconds",
                  "short": "Chilled Ground duration is 8 seconds",
                  "maxLine": "Chilled Ground duration is 8 seconds",
                  "maxShort": "Chilled Ground duration is 8 seconds",
                  "q20Line": "Chilled Ground duration is 8 seconds",
                  "q20Short": "Chilled Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "short": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "maxLine": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "maxShort": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "q20Line": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "q20Short": "(0 - 20)% more Damage with Hits against Enemies that are Chilled",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_vs_chilled_enemies"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Cold",
                "Unleashable",
                "AreaSpell",
                "Nova",
                "Invokable",
                "UsableWhileMoving",
                "Cascadable",
                "Duration",
                "CreatesGroundEffect"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "knockback",
                  "label": "Knocking Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 41,
                    "end": 66,
                    "raw": "[Knockback|Knocking Back]",
                    "leftKey": "Knockback",
                    "label": "Knocking Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 155,
                    "end": 167,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 230,
                    "end": 248,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 251,
                    "end": 257,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 258,
                    "end": 286,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 349,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 62,
                    "raw": "[Knockback|Knocks Back]",
                    "leftKey": "Knockback",
                    "label": "Knocks Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:0",
                "baseItemId": "Metadata/Items/Gems/SkillGemIceNova",
                "activeSkillId": "ice_nova",
                "grantedEffectId": "IceNovaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ice_nova/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressIceNova.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/IceNovaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-997",
              "name": "Arctic Howl",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe8e7f1ab6290d66999e1aba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/de7c9b5ead598ce8749adc67.webp",
              "description": "Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "[Shapeshift] into a [Werewolf] and let out an icy howl that damages enemies and [Freeze|Freezes] [PrimedFreeze|Primed] enemies. If an enemy is [Frozen] or a [Frozen] enemy is [Hit], this Skill [Empowered|Empowers] your attacks with added [Cold] damage, causes [Empowered] [Slam|Slams] to create [ChilledGround|Chilled Ground], and grants your [Allies] added [Cold] damage. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 5.5 metres",
                  "short": "Warcry radius is 5.5 metres",
                  "maxLine": "Warcry radius is 5.5 metres",
                  "maxShort": "Warcry radius is 5.5 metres",
                  "q20Line": "Warcry radius is 5.5 metres",
                  "q20Short": "Warcry radius is 5.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff duration is 8 seconds",
                  "short": "Buff duration is 8 seconds",
                  "maxLine": "Buff duration is 8 seconds",
                  "maxShort": "Buff duration is 8 seconds",
                  "q20Line": "Buff duration is 8 seconds",
                  "q20Short": "Buff duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxLine": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "maxShort": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Line": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "q20Short": "Buff grants Allies (1 - 37) to (2 - 56) added Cold damage to Attacks",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_buff_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxLine": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "maxShort": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Line": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "q20Short": "Empowered Attacks deal (4 - 121) to (5 - 186) additional Cold damage",
                  "ggpkStatIds": [
                    "wolf_warcry_empowered_attack_cold_damage_min_per_5_power_up_to_cap",
                    "wolf_warcry_empowered_attack_cold_damage_max_per_5_power_up_to_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                },
                {
                  "line": "Cannot cause Freeze Buildup",
                  "short": "Cannot cause Freeze Buildup",
                  "maxLine": "Cannot cause Freeze Buildup",
                  "maxShort": "Cannot cause Freeze Buildup",
                  "q20Line": "Cannot cause Freeze Buildup",
                  "q20Short": "Cannot cause Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Freeze enemies that are Primed for Freeze",
                  "short": "Freeze enemies that are Primed for Freeze",
                  "maxLine": "Freeze enemies that are Primed for Freeze",
                  "maxShort": "Freeze enemies that are Primed for Freeze",
                  "q20Line": "Freeze enemies that are Primed for Freeze",
                  "q20Short": "Freeze enemies that are Primed for Freeze",
                  "ggpkStatIds": [
                    "has_freeze_cull"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Empowers one Attack per 5 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxLine": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "maxShort": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Line": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "q20Short": "Deals (5 - 186) to (8 - 279) Cold Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_cold_damage",
                    "secondary_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxLine": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "maxShort": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Line": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "q20Short": "Buff grants Allies (0 - 20)% increased Freeze buildup",
                  "ggpkStatIds": [
                    "wolf_warcry_buff_freeze_buildup_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Cooldown",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "Nova",
                "SkillConsumesEnduranceChargesOnUse",
                "ConsumesCharges",
                "Buff",
                "Shapeshift",
                "Wolf"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "werewolf_form",
                  "label": "Werewolf",
                  "source": "Werewolf_Form",
                  "description": "Shapeshift into a Werewolf to draw power from the Cold light of the moon, leading your pack with rabid Attacks .\nWhile in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.",
                  "url": "https://poe2db.tw/Werewolf_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freezes",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "primedfreeze",
                  "label": "Primed",
                  "source": "PrimedFreeze",
                  "description": "Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Freeze",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "frozen",
                  "label": "Frozen",
                  "source": "Frozen",
                  "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                  "url": "https://poe2db.tw/Frozen",
                  "related": [
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowers",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  },
                  {
                    "start": 80,
                    "end": 96,
                    "raw": "[Freeze|Freezes]",
                    "leftKey": "Freeze",
                    "label": "Freezes",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 118,
                    "raw": "[PrimedFreeze|Primed]",
                    "leftKey": "PrimedFreeze",
                    "label": "Primed",
                    "canonicalKey": "primedfreeze",
                    "resolved": true
                  },
                  {
                    "start": 143,
                    "end": 151,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 157,
                    "end": 165,
                    "raw": "[Frozen]",
                    "leftKey": "Frozen",
                    "label": "Frozen",
                    "canonicalKey": "frozen",
                    "resolved": true
                  },
                  {
                    "start": 175,
                    "end": 180,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 193,
                    "end": 213,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 238,
                    "end": 244,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 260,
                    "end": 271,
                    "raw": "[Empowered]",
                    "leftKey": "Empowered",
                    "label": "Empowered",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 272,
                    "end": 284,
                    "raw": "[Slam|Slams]",
                    "leftKey": "Slam",
                    "label": "Slams",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 295,
                    "end": 325,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 343,
                    "end": 351,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 358,
                    "end": 364,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 427,
                    "end": 453,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 30,
                    "raw": "[Werewolf]",
                    "leftKey": "Werewolf",
                    "label": "Werewolf",
                    "canonicalKey": "werewolf_form",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:997",
                "baseItemId": "Metadata/Items/Gem/SkillGemWolfArcticHowl",
                "activeSkillId": "arctic_howl",
                "grantedEffectId": "WolfArcticHowlPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/arctic_howl.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidTundraHunter.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidTundraHunterSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-956",
              "name": "Fangs of Frost",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Area · Spear · Cold · SkillConsumesParried",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/631bd2e8b6bf6f48307b1139.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0597303292caa6085cda65c9.webp",
              "description": "Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.",
              "descriptionMarkup": "Perform an icy stab that exploits enemies who are already off balance. Hitting a [ParriedDebuff|Parried] target [Consume|Consumes] the [Debuff] to cause an explosion of frost and leave [ChilledGround|Chilled Ground].",
              "explicitMods": [
                {
                  "line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxLine": "(100 - 157)% more Magnitude of Chill inflicted",
                  "maxShort": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Line": "(100 - 157)% more Magnitude of Chill inflicted",
                  "q20Short": "(100 - 157)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+0.4 metres to Melee Strike Range",
                  "short": "+0.4 metres to Melee Strike Range",
                  "maxLine": "+0.4 metres to Melee Strike Range",
                  "maxShort": "+0.4 metres to Melee Strike Range",
                  "q20Line": "+0.4 metres to Melee Strike Range",
                  "q20Short": "+0.4 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(100 - 157)% more Freeze Buildup",
                  "short": "(100 - 157)% more Freeze Buildup",
                  "maxLine": "(100 - 157)% more Freeze Buildup",
                  "maxShort": "(100 - 157)% more Freeze Buildup",
                  "q20Line": "(100 - 157)% more Freeze Buildup",
                  "q20Short": "(100 - 157)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 80% of Physical damage to Cold damage",
                  "short": "Converts 80% of Physical damage to Cold damage",
                  "maxLine": "Converts 80% of Physical damage to Cold damage",
                  "maxShort": "Converts 80% of Physical damage to Cold damage",
                  "q20Line": "Converts 80% of Physical damage to Cold damage",
                  "q20Short": "Converts 80% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion and Chilled Ground radius are 2.2 metres",
                  "short": "Explosion and Chilled Ground radius are 2.2 metres",
                  "maxLine": "Explosion and Chilled Ground radius are 2.2 metres",
                  "maxShort": "Explosion and Chilled Ground radius are 2.2 metres",
                  "q20Line": "Explosion and Chilled Ground radius are 2.2 metres",
                  "q20Short": "Explosion and Chilled Ground radius are 2.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fangs_of_frost.csd"
                },
                {
                  "line": "(200 - 314)% more Magnitude of Chill inflicted",
                  "short": "(200 - 314)% more Magnitude of Chill inflicted",
                  "maxLine": "(200 - 314)% more Magnitude of Chill inflicted",
                  "maxShort": "(200 - 314)% more Magnitude of Chill inflicted",
                  "q20Line": "(200 - 314)% more Magnitude of Chill inflicted",
                  "q20Short": "(200 - 314)% more Magnitude of Chill inflicted",
                  "ggpkStatIds": [
                    "active_skill_chill_effect_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(200 - 314)% more Freeze Buildup",
                  "short": "(200 - 314)% more Freeze Buildup",
                  "maxLine": "(200 - 314)% more Freeze Buildup",
                  "maxShort": "(200 - 314)% more Freeze Buildup",
                  "q20Line": "(200 - 314)% more Freeze Buildup",
                  "q20Short": "(200 - 314)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Cold damage",
                  "short": "Converts 100% of Physical damage to Cold damage",
                  "maxLine": "Converts 100% of Physical damage to Cold damage",
                  "maxShort": "Converts 100% of Physical damage to Cold damage",
                  "q20Line": "Converts 100% of Physical damage to Cold damage",
                  "q20Short": "Converts 100% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 15)% chance to not consume Parried Debuff",
                  "short": "(0 - 15)% chance to not consume Parried Debuff",
                  "maxLine": "(0 - 15)% chance to not consume Parried Debuff",
                  "maxShort": "(0 - 15)% chance to not consume Parried Debuff",
                  "q20Line": "(0 - 15)% chance to not consume Parried Debuff",
                  "q20Short": "(0 - 15)% chance to not consume Parried Debuff",
                  "ggpkStatIds": [
                    "chance_to_not_consume_parried_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Area",
                "Spear",
                "Cold",
                "SkillConsumesParried",
                "CreatesGroundEffect",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "parrieddebuff",
                  "label": "Parried",
                  "source": "ParriedDebuff",
                  "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                  "url": "https://poe2db.tw/us/Parried",
                  "related": [
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consumes",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "debuff",
                  "label": "Debuff",
                  "source": "Debuff",
                  "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                  "url": "https://poe2db.tw/us/Debuffs",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 81,
                    "end": 104,
                    "raw": "[ParriedDebuff|Parried]",
                    "leftKey": "ParriedDebuff",
                    "label": "Parried",
                    "canonicalKey": "parrieddebuff",
                    "resolved": true
                  },
                  {
                    "start": 112,
                    "end": 130,
                    "raw": "[Consume|Consumes]",
                    "leftKey": "Consume",
                    "label": "Consumes",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 135,
                    "end": 143,
                    "raw": "[Debuff]",
                    "leftKey": "Debuff",
                    "label": "Debuff",
                    "canonicalKey": "debuff",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 215,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 65,
                    "raw": "[ParriedDebuff|Parried]",
                    "leftKey": "ParriedDebuff",
                    "label": "Parried",
                    "canonicalKey": "parrieddebuff",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:956",
                "baseItemId": "Metadata/Items/Gem/SkillGemFangsOfFrost",
                "activeSkillId": "fangs_of_frost",
                "grantedEffectId": "FangsOfFrostPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/fangs_of_frost.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/FangsofFrostSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FangsofFrostSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-253",
              "name": "His Dark Horizon",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Buff · Cooldown · Cold · InstantNoRepeatWhenHeld · InstantShiftAttackForLeftMouse · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0b7bd4e6a931c8cf19648e5d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "DNT-UNUSED Create a storm of deathly energies that Empowers your Mana-costing Spells with Cold damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled Ground. Enemies that enter the eye of the storm are Blinded. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled Ground.",
              "descriptionMarkup": "[DNT-UNUSED] Create a storm of deathly energies that [Empowered|Empowers] your Mana-costing [Spell|Spells] with [Cold] damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding [ChilledGround|Chilled Ground]. Enemies that enter the eye of the storm are [Blinded]. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the [ChilledGround|Chilled Ground].",
              "explicitMods": [
                {
                  "line": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "short": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "maxLine": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "maxShort": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "q20Line": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "q20Short": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "ggpkStatIds": [
                    "mana_tempest_mana_cost_%_to_add_to_cost_per_second"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_0.csd"
                },
                {
                  "line": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "short": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "maxLine": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "maxShort": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "q20Line": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "q20Short": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "ggpkStatIds": [
                    "non_skill_base_all_damage_%_to_gain_as_cold_with_spells_from_buff"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "short": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "maxLine": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "maxShort": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "q20Line": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "q20Short": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "ggpkStatIds": [
                    "non_skill_base_all_damage_%_to_gain_as_lightning_with_spells_from_buff",
                    "quality_display_mana_tempest_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "short": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "maxLine": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "maxShort": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "q20Line": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "q20Short": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_1.csd"
                },
                {
                  "line": "Chilled Ground radius is 2 metres",
                  "short": "Chilled Ground radius is 2 metres",
                  "maxLine": "Chilled Ground radius is 2 metres",
                  "maxShort": "Chilled Ground radius is 2 metres",
                  "q20Line": "Chilled Ground radius is 2 metres",
                  "q20Short": "Chilled Ground radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_tertiary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_1.csd"
                },
                {
                  "line": "Does not Hit, but Chills enemies as though Hitting them",
                  "short": "Does not Hit, but Chills enemies as though Hitting them",
                  "maxLine": "Does not Hit, but Chills enemies as though Hitting them",
                  "maxShort": "Does not Hit, but Chills enemies as though Hitting them",
                  "q20Line": "Does not Hit, but Chills enemies as though Hitting them",
                  "q20Short": "Does not Hit, but Chills enemies as though Hitting them",
                  "ggpkStatIds": [
                    "display_fake_attack_hit_chill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "short": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "maxLine": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "maxShort": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "q20Line": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "q20Short": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "ggpkStatIds": [
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second",
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second_max",
                    "quality_display_active_skill_ground_effect_area_of_effect_+%_final_per_second_max_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "short": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "maxLine": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "maxShort": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "q20Line": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "q20Short": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_2.csd"
                },
                {
                  "line": "(40 - 59)% more Freeze Buildup",
                  "short": "(40 - 59)% more Freeze Buildup",
                  "maxLine": "(40 - 59)% more Freeze Buildup",
                  "maxShort": "(40 - 59)% more Freeze Buildup",
                  "q20Line": "(40 - 59)% more Freeze Buildup",
                  "q20Short": "(40 - 59)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Spell",
                "Buff",
                "Cooldown",
                "Cold",
                "InstantNoRepeatWhenHeld",
                "InstantShiftAttackForLeftMouse",
                "UsableWhileMoving",
                "EmpowersOtherSkill",
                "Area",
                "Storm"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "empowered",
                  "label": "Empowers",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "blind",
                  "label": "Blinded",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[DNT-UNUSED]",
                    "leftKey": "DNT-UNUSED",
                    "label": "DNT-UNUSED",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 53,
                    "end": 73,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 92,
                    "end": 106,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 112,
                    "end": 118,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 300,
                    "end": 330,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 376,
                    "end": 385,
                    "raw": "[Blinded]",
                    "leftKey": "Blinded",
                    "label": "Blinded",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 500,
                    "end": 530,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[DNT-UNUSED]",
                    "leftKey": "DNT-UNUSED",
                    "label": "DNT-UNUSED",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 13,
                    "end": 33,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 53,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 76,
                    "end": 106,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "DNT-UNUSED",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:253",
                "baseItemId": "Metadata/Items/Gems/SkillGemDarkTempest",
                "activeSkillId": "dark_tempest",
                "grantedEffectId": "DarkTempestPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DarkTempest.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-555",
              "name": "Navira's Fracturing",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Area · Spell · Cold · Damage · Cooldown · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/802d39558d1d882b28edd989.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Command Navira to fracture all nearby areas of Chilled Ground that have enemies standing on them, doing high Spell damage with extreme Freeze potential.",
              "descriptionMarkup": "[Command] Navira to fracture all nearby areas of [ChilledGround|Chilled Ground] that have enemies standing on them, doing high [Spell] damage with extreme [Freeze] potential.",
              "explicitMods": [
                {
                  "line": "Deals 44 to 66 Cold Damage",
                  "short": "Deals 44 to 66 Cold Damage",
                  "maxLine": "Deals 44 to 66 Cold Damage",
                  "maxShort": "Deals 44 to 66 Cold Damage",
                  "q20Line": "Deals 44 to 66 Cold Damage",
                  "q20Short": "Deals 44 to 66 Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_ground_burst.csd"
                },
                {
                  "line": "Fractures Chilled Ground within 6 metres",
                  "short": "Fractures Chilled Ground within 6 metres",
                  "maxLine": "Fractures Chilled Ground within 6 metres",
                  "maxShort": "Fractures Chilled Ground within 6 metres",
                  "q20Line": "Fractures Chilled Ground within 6 metres",
                  "q20Short": "Fractures Chilled Ground within 6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_ground_burst.csd"
                },
                {
                  "line": "Chills Enemies as though dealing 200% more damage",
                  "short": "Chills Enemies as though dealing 200% more damage",
                  "maxLine": "Chills Enemies as though dealing 200% more damage",
                  "maxShort": "Chills Enemies as though dealing 200% more damage",
                  "q20Line": "Chills Enemies as though dealing 200% more damage",
                  "q20Short": "Chills Enemies as though dealing 200% more damage",
                  "ggpkStatIds": [
                    "active_skill_chill_as_though_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "200% more Freeze Buildup",
                  "short": "200% more Freeze Buildup",
                  "maxLine": "200% more Freeze Buildup",
                  "maxShort": "200% more Freeze Buildup",
                  "q20Line": "200% more Freeze Buildup",
                  "q20Short": "200% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Chills Enemies as though dealing (0 - 40)% more damage",
                  "short": "Chills Enemies as though dealing (0 - 40)% more damage",
                  "maxLine": "Chills Enemies as though dealing (0 - 40)% more damage",
                  "maxShort": "Chills Enemies as though dealing (0 - 40)% more damage",
                  "q20Line": "Chills Enemies as though dealing (0 - 40)% more damage",
                  "q20Short": "Chills Enemies as though dealing (0 - 40)% more damage",
                  "ggpkStatIds": [
                    "active_skill_chill_as_though_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(0 - 40)% more Freeze Buildup",
                  "short": "(0 - 40)% more Freeze Buildup",
                  "maxLine": "(0 - 40)% more Freeze Buildup",
                  "maxShort": "(0 - 40)% more Freeze Buildup",
                  "q20Line": "(0 - 40)% more Freeze Buildup",
                  "q20Short": "(0 - 40)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Area",
                "Spell",
                "Cold",
                "Damage",
                "Cooldown",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "minion_commands",
                  "label": "Command",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 9,
                    "raw": "[Command]",
                    "leftKey": "Command",
                    "label": "Command",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 79,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 134,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 155,
                    "end": 163,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 9,
                    "raw": "[Command]",
                    "leftKey": "Command",
                    "label": "Command",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 75,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:555",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyCommandWaterDjinnGroundBurst",
                "activeSkillId": "djinn_ground_burst",
                "grantedEffectId": "ChilledGroundBurstWaterDjinn",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_ground_burst.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressWaterDjinnChiilldedGroundBurst.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1059",
              "name": "Navira's Oasis",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Area · Spell · Duration · Buff · Cooldown · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a80f5026a611a369bfa21397.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Command Navira to turn nearby Chilled Ground into Navira's Oasis, a mirage which grants you and Allies standing in it Flask charges and damage Recouped as Life and Mana. Plants in the area become Overgrown.",
              "descriptionMarkup": "[Command] Navira to turn nearby [ChilledGround|Chilled Ground] into Navira's Oasis, a mirage which grants you and [Allies] standing in it [Flask] charges and damage [Recoup|Recouped] as Life and Mana. [Plant|Plants] in the area become [Plant|Overgrown].",
              "explicitMods": [
                {
                  "line": "Converts Chilled Ground within 8 metres",
                  "short": "Converts Chilled Ground within 8 metres",
                  "maxLine": "Converts Chilled Ground within 8 metres",
                  "maxShort": "Converts Chilled Ground within 8 metres",
                  "q20Line": "Converts Chilled Ground within 8 metres",
                  "q20Short": "Converts Chilled Ground within 8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_oasis.csd"
                },
                {
                  "line": "Oasis duration is 15 seconds",
                  "short": "Oasis duration is 15 seconds",
                  "maxLine": "Oasis duration is 15 seconds",
                  "maxShort": "Oasis duration is 15 seconds",
                  "q20Line": "Oasis duration is 15 seconds",
                  "q20Short": "Oasis duration is 15 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_oasis.csd"
                },
                {
                  "line": "Oasis grants (30 - 80)% of damage taken Recouped as Life",
                  "short": "Oasis grants (30 - 80)% of damage taken Recouped as Life",
                  "maxLine": "Oasis grants (30 - 80)% of damage taken Recouped as Life",
                  "maxShort": "Oasis grants (30 - 80)% of damage taken Recouped as Life",
                  "q20Line": "Oasis grants (30 - 80)% of damage taken Recouped as Life",
                  "q20Short": "Oasis grants (30 - 80)% of damage taken Recouped as Life",
                  "ggpkStatIds": [
                    "oasis_damage_recouped_as_life_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_oasis.csd"
                },
                {
                  "line": "Oasis grants (20 - 50)% of damage taken Recouped as Mana",
                  "short": "Oasis grants (20 - 50)% of damage taken Recouped as Mana",
                  "maxLine": "Oasis grants (20 - 50)% of damage taken Recouped as Mana",
                  "maxShort": "Oasis grants (20 - 50)% of damage taken Recouped as Mana",
                  "q20Line": "Oasis grants (20 - 50)% of damage taken Recouped as Mana",
                  "q20Short": "Oasis grants (20 - 50)% of damage taken Recouped as Mana",
                  "ggpkStatIds": [
                    "oasis_damage_recouped_as_mana_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_oasis.csd"
                },
                {
                  "line": "Oasis grants 0.5 Flask charges per second",
                  "short": "Oasis grants 0.5 Flask charges per second",
                  "maxLine": "Oasis grants 0.5 Flask charges per second",
                  "maxShort": "Oasis grants 0.5 Flask charges per second",
                  "q20Line": "Oasis grants 0.5 Flask charges per second",
                  "q20Short": "Oasis grants 0.5 Flask charges per second",
                  "ggpkStatIds": [
                    "oasis_x_charges_for_life_and_mana_flasks_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_oasis.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Oasis grants (0 - 0.2) Flask charges per second",
                  "short": "Oasis grants (0 - 0.2) Flask charges per second",
                  "maxLine": "Oasis grants (0 - 0.2) Flask charges per second",
                  "maxShort": "Oasis grants (0 - 0.2) Flask charges per second",
                  "q20Line": "Oasis grants (0 - 0.2) Flask charges per second",
                  "q20Short": "Oasis grants (0 - 0.2) Flask charges per second",
                  "ggpkStatIds": [
                    "oasis_x_charges_for_life_and_mana_flasks_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_oasis.csd"
                }
              ],
              "tags": [
                "Area",
                "Spell",
                "Duration",
                "Buff",
                "Cooldown",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "minion_commands",
                  "label": "Command",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "flask",
                  "label": "Flask",
                  "source": "Flask",
                  "description": "Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.\nNormal enemies grant Flask charges equal to half their Power\nMagic enemies grant Flask charges equal to their Power\nRare and Unique enemies grant Flask charges equal to twice their Power\nCheckpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.",
                  "url": "https://poe2db.tw/us/Flasks",
                  "related": [
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "wells",
                      "label": "Wells",
                      "description": "Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.",
                      "url": "https://poe2db.tw/us/Wells",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "recoup",
                  "label": "Recouped",
                  "source": "Recoup",
                  "description": "When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.",
                  "url": "https://poe2db.tw/Recoup",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "plant_skills_and_overgrowth",
                  "label": "Plants",
                  "source": "Plant_Skills_and_Overgrowth",
                  "description": "Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.",
                  "url": "https://poe2db.tw/Plant_Skills_and_Overgrowth",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 9,
                    "raw": "[Command]",
                    "leftKey": "Command",
                    "label": "Command",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  },
                  {
                    "start": 32,
                    "end": 62,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 114,
                    "end": 122,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 145,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  },
                  {
                    "start": 165,
                    "end": 182,
                    "raw": "[Recoup|Recouped]",
                    "leftKey": "Recoup",
                    "label": "Recouped",
                    "canonicalKey": "recoup",
                    "resolved": true
                  },
                  {
                    "start": 201,
                    "end": 215,
                    "raw": "[Plant|Plants]",
                    "leftKey": "Plant",
                    "label": "Plants",
                    "canonicalKey": "plant_skills_and_overgrowth",
                    "resolved": true
                  },
                  {
                    "start": 235,
                    "end": 252,
                    "raw": "[Plant|Overgrown]",
                    "leftKey": "Plant",
                    "label": "Overgrown",
                    "canonicalKey": "plant_skills_and_overgrowth",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 9,
                    "raw": "[Command]",
                    "leftKey": "Command",
                    "label": "Command",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  },
                  {
                    "start": 32,
                    "end": 62,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 93,
                    "end": 100,
                    "raw": "[Flask]",
                    "leftKey": "Flask",
                    "label": "Flask",
                    "canonicalKey": "flask",
                    "resolved": true
                  },
                  {
                    "start": 120,
                    "end": 137,
                    "raw": "[Recoup|Recouped]",
                    "leftKey": "Recoup",
                    "label": "Recouped",
                    "canonicalKey": "recoup",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1059",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyCommandWaterDjinnOasis",
                "activeSkillId": "djinn_oasis",
                "grantedEffectId": "ChilledGroundOasisConvertWaterDjinn",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/djinn_oasis.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressWaterDjinnCommandOasis.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1079",
              "name": "The Stars Answer",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Buff · Duration · UsableWhileMoving · Area · Cold · Physical",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/89e3f4e3b7dc27ee57c1ce80.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.",
              "descriptionMarkup": "Leash the stars themselves by leveraging your vast magical power, repeatedly [Trigger|Triggering] Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.",
              "explicitMods": [
                {
                  "line": "Cannot be cast if you have less than 10000 Mana Cannot be cast if already active",
                  "short": "Cannot be cast if you have less than 10000 Mana Cannot be cast if already active",
                  "maxLine": "Cannot be cast if you have less than 10000 Mana Cannot be cast if already active",
                  "maxShort": "Cannot be cast if you have less than 10000 Mana Cannot be cast if already active",
                  "q20Line": "Cannot be cast if you have less than 10000 Mana Cannot be cast if already active",
                  "q20Short": "Cannot be cast if you have less than 10000 Mana Cannot be cast if already active",
                  "ggpkStatIds": [
                    "mana_required_to_activate_skill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer.csd"
                },
                {
                  "line": "Targeting radius is 8 metres",
                  "short": "Targeting radius is 8 metres",
                  "maxLine": "Targeting radius is 8 metres",
                  "maxShort": "Targeting radius is 8 metres",
                  "q20Line": "Targeting radius is 8 metres",
                  "q20Short": "Targeting radius is 8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer.csd"
                },
                {
                  "line": "Triggers Starfall every 0.3 seconds, targeting enemies if able",
                  "short": "Triggers Starfall every 0.3 seconds, targeting enemies if able",
                  "maxLine": "Triggers Starfall every 0.3 seconds, targeting enemies if able",
                  "maxShort": "Triggers Starfall every 0.3 seconds, targeting enemies if able",
                  "q20Line": "Triggers Starfall every 0.3 seconds, targeting enemies if able",
                  "q20Short": "Triggers Starfall every 0.3 seconds, targeting enemies if able",
                  "ggpkStatIds": [
                    "walking_calamity_spawn_meteor_every_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer.csd"
                },
                {
                  "line": "50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%",
                  "short": "50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%",
                  "maxLine": "50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%",
                  "maxShort": "50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%",
                  "q20Line": "50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%",
                  "q20Short": "50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%",
                  "ggpkStatIds": [
                    "walking_calamity_meteor_frequency_+%_per_enemy_in_walking_calamity_radius",
                    "walking_calamity_meteor_frequency_+%_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer.csd"
                },
                {
                  "line": "Starfall creates a large star every 15 times Triggered",
                  "short": "Starfall creates a large star every 15 times Triggered",
                  "maxLine": "Starfall creates a large star every 15 times Triggered",
                  "maxShort": "Starfall creates a large star every 15 times Triggered",
                  "q20Line": "Starfall creates a large star every 15 times Triggered",
                  "q20Short": "Starfall creates a large star every 15 times Triggered",
                  "ggpkStatIds": [
                    "walking_calamity_large_meteor_every"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer.csd"
                },
                {
                  "line": "Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds",
                  "short": "Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds",
                  "maxLine": "Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds",
                  "maxShort": "Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds",
                  "q20Line": "Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds",
                  "q20Short": "Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds",
                  "ggpkStatIds": [
                    "walking_calamity_large_meteor_same_target_prevention_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer.csd"
                },
                {
                  "line": "Deals (5 - 240) to (7 - 361) Cold Damage",
                  "short": "Deals (5 - 240) to (7 - 361) Cold Damage",
                  "maxLine": "Deals (5 - 240) to (7 - 361) Cold Damage",
                  "maxShort": "Deals (5 - 240) to (7 - 361) Cold Damage",
                  "q20Line": "Deals (5 - 240) to (7 - 361) Cold Damage",
                  "q20Short": "Deals (5 - 240) to (7 - 361) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer_comet.csd"
                },
                {
                  "line": "Deals (5 - 240) to (7 - 361) Physical Damage",
                  "short": "Deals (5 - 240) to (7 - 361) Physical Damage",
                  "maxLine": "Deals (5 - 240) to (7 - 361) Physical Damage",
                  "maxShort": "Deals (5 - 240) to (7 - 361) Physical Damage",
                  "q20Line": "Deals (5 - 240) to (7 - 361) Physical Damage",
                  "q20Short": "Deals (5 - 240) to (7 - 361) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer_comet.csd"
                },
                {
                  "line": "Impact radius is 0.8 metres",
                  "short": "Impact radius is 0.8 metres",
                  "maxLine": "Impact radius is 0.8 metres",
                  "maxShort": "Impact radius is 0.8 metres",
                  "q20Line": "Impact radius is 0.8 metres",
                  "q20Short": "Impact radius is 0.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer_comet.csd"
                },
                {
                  "line": "Deals (7 - 361) to (11 - 541) Cold Damage",
                  "short": "Deals (7 - 361) to (11 - 541) Cold Damage",
                  "maxLine": "Deals (7 - 361) to (11 - 541) Cold Damage",
                  "maxShort": "Deals (7 - 361) to (11 - 541) Cold Damage",
                  "q20Line": "Deals (7 - 361) to (11 - 541) Cold Damage",
                  "q20Short": "Deals (7 - 361) to (11 - 541) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer_comet.csd"
                },
                {
                  "line": "Deals (7 - 361) to (11 - 541) Physical Damage",
                  "short": "Deals (7 - 361) to (11 - 541) Physical Damage",
                  "maxLine": "Deals (7 - 361) to (11 - 541) Physical Damage",
                  "maxShort": "Deals (7 - 361) to (11 - 541) Physical Damage",
                  "q20Line": "Deals (7 - 361) to (11 - 541) Physical Damage",
                  "q20Short": "Deals (7 - 361) to (11 - 541) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer_comet.csd"
                },
                {
                  "line": "Impact radius is 1.4 metres",
                  "short": "Impact radius is 1.4 metres",
                  "maxLine": "Impact radius is 1.4 metres",
                  "maxShort": "Impact radius is 1.4 metres",
                  "q20Line": "Impact radius is 1.4 metres",
                  "q20Short": "Impact radius is 1.4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer_comet.csd"
                },
                {
                  "line": "Chilled Ground duration is 5 seconds",
                  "short": "Chilled Ground duration is 5 seconds",
                  "maxLine": "Chilled Ground duration is 5 seconds",
                  "maxShort": "Chilled Ground duration is 5 seconds",
                  "q20Line": "Chilled Ground duration is 5 seconds",
                  "q20Short": "Chilled Ground duration is 5 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer_comet.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Area of Effect",
                  "short": "(0 - 20)% increased Area of Effect",
                  "maxLine": "(0 - 20)% increased Area of Effect",
                  "maxShort": "(0 - 20)% increased Area of Effect",
                  "q20Line": "(0 - 20)% increased Area of Effect",
                  "q20Short": "(0 - 20)% increased Area of Effect",
                  "ggpkStatIds": [
                    "base_skill_area_of_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Buff",
                "Duration",
                "UsableWhileMoving",
                "Area",
                "Cold",
                "Physical",
                "UsableWhileShapeshifted"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "triggered_skills",
                  "label": "Triggering",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 77,
                    "end": 97,
                    "raw": "[Trigger|Triggering]",
                    "leftKey": "Trigger",
                    "label": "Triggering",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1079",
                "baseItemId": "Metadata/Items/Gems/SkillGemTheStarsAnswer",
                "activeSkillId": "the_stars_answer",
                "grantedEffectId": "TheStarsAnswerPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/the_stars_answer.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Runeseeker.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1074",
              "name": "Creeping Chill",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/148bd49401fcb1da4862ce6d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d679e647420dadded6d699ba.webp",
              "description": "Supports any Skill that creates Ice Crystals, causing that Skill to Consume a Power Charge if possible to create Chilled Ground around the Crystal.",
              "descriptionMarkup": "Supports any Skill that creates [IceCrystals|Ice Crystals], causing that Skill to [Consume] a [Charges|Power Charge] if possible to create [ChilledGround|Chilled Ground] around the [IceCrystals|Crystal].",
              "explicitMods": [
                {
                  "line": "Consume a Power Charge to Trigger Creeping Chill on an Ice Crystal created by Supported Skills",
                  "short": "Consume a Power Charge to Trigger Creeping Chill on an Ice Crystal created by Supported Skills",
                  "maxLine": "Consume a Power Charge to Trigger Creeping Chill on an Ice Crystal created by Supported Skills",
                  "maxShort": "Consume a Power Charge to Trigger Creeping Chill on an Ice Crystal created by Supported Skills",
                  "q20Line": "Consume a Power Charge to Trigger Creeping Chill on an Ice Crystal created by Supported Skills",
                  "q20Short": "Consume a Power Charge to Trigger Creeping Chill on an Ice Crystal created by Supported Skills",
                  "ggpkStatIds": [
                    "support_creeping_chill_consume_X_power_charges_to_trigger_on_ice_crystals"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Chilled Ground radius is 1.2 metres",
                  "short": "Chilled Ground radius is 1.2 metres",
                  "maxLine": "Chilled Ground radius is 1.2 metres",
                  "maxShort": "Chilled Ground radius is 1.2 metres",
                  "q20Line": "Chilled Ground radius is 1.2 metres",
                  "q20Short": "Chilled Ground radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_creeping_chill.csd"
                },
                {
                  "line": "Created Chilled Ground Chills as though dealing damage equal to 100% of the Ice Crystal's maximum Life",
                  "short": "Created Chilled Ground Chills as though dealing damage equal to 100% of the Ice Crystal's maximum Life",
                  "maxLine": "Created Chilled Ground Chills as though dealing damage equal to 100% of the Ice Crystal's maximum Life",
                  "maxShort": "Created Chilled Ground Chills as though dealing damage equal to 100% of the Ice Crystal's maximum Life",
                  "q20Line": "Created Chilled Ground Chills as though dealing damage equal to 100% of the Ice Crystal's maximum Life",
                  "q20Short": "Created Chilled Ground Chills as though dealing damage equal to 100% of the Ice Crystal's maximum Life",
                  "ggpkStatIds": [
                    "support_creeping_chill_cold_damage_equal_to_%_ice_crystal_maximum_life"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_creeping_chill.csd"
                },
                {
                  "line": "Gains +50% more Radius per second, up to a maximum of +300%",
                  "short": "Gains +50% more Radius per second, up to a maximum of +300%",
                  "maxLine": "Gains +50% more Radius per second, up to a maximum of +300%",
                  "maxShort": "Gains +50% more Radius per second, up to a maximum of +300%",
                  "q20Line": "Gains +50% more Radius per second, up to a maximum of +300%",
                  "q20Short": "Gains +50% more Radius per second, up to a maximum of +300%",
                  "ggpkStatIds": [
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second",
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second_max",
                    "quality_display_active_skill_ground_effect_area_of_effect_+%_final_per_second_max_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ice_crystals",
                  "label": "Ice Crystals",
                  "source": "Ice_Crystals",
                  "description": "Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.\nSkills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.",
                  "url": "https://poe2db.tw/Ice_Crystals",
                  "related": [
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 32,
                    "end": 58,
                    "raw": "[IceCrystals|Ice Crystals]",
                    "leftKey": "IceCrystals",
                    "label": "Ice Crystals",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  },
                  {
                    "start": 82,
                    "end": 91,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 94,
                    "end": 116,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 139,
                    "end": 169,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 181,
                    "end": 202,
                    "raw": "[IceCrystals|Crystal]",
                    "leftKey": "IceCrystals",
                    "label": "Crystal",
                    "canonicalKey": "ice_crystals",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1074",
                "baseItemId": "Metadata/Items/Gems/SupportGemCreepingChill",
                "activeSkillId": "",
                "grantedEffectId": "SupportCreepingChillPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/CreepingChillSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/CreepingChillSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
              "sourceKind": "exact-keyword-popup",
              "hintKey": "chilled_ground",
              "source": "Chilled_Ground",
              "url": "https://poe2db.tw/Chilled_Ground"
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 10,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Chilled Ground"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "shocked_ground",
          "title": "Shocked Ground",
          "description": "A named lightning ground state. Its selected GGPK skill cards provide the exact creating and interaction text.",
          "descriptionSource": "authored-fallback-empty-ggpk-description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 245,
            "id": "shocked_ground",
            "rawName": "Shocked Ground",
            "rawDescription": "",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-50",
              "name": "Lightning Warp",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Duration · Trappable · Totemable · Mineable",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1609a718a3e1b36c93c867f0.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4f8832de66cdf54e4e538de4.webp",
              "description": "Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, the target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use. Highlights enemies that can be Culled.",
              "descriptionMarkup": "Target an enemy to either teleport inside the target's body if they are under the [CullingStrike|Cull] threshold, causing it to violently explode, or to apply a [Debuff] to them, which will cause the same effect if that enemy falls under the [CullingStrike|Cull] threshold during its duration. Can also be used on Ball Lightning [Projectile|Projectiles]. On teleport, the target is destroyed, and the explosion deals [Lightning|Lightning] damage to surrounding enemies. If targeting an enemy, the explosion also creates [ShockedGround|Shocked Ground]. Creates a [Lightning] [ElementalInfusion|Infusion] on successful use. Highlights enemies that can be [CullingStrike|Culled].",
              "explicitMods": [
                {
                  "line": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "short": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "maxLine": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "maxShort": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "q20Line": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "q20Short": "Deals (2 - 54) to (30 - 1032) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                },
                {
                  "line": "Explosion and Shocked Ground radius are 3 metres",
                  "short": "Explosion and Shocked Ground radius are 3 metres",
                  "maxLine": "Explosion and Shocked Ground radius are 3 metres",
                  "maxShort": "Explosion and Shocked Ground radius are 3 metres",
                  "q20Line": "Explosion and Shocked Ground radius are 3 metres",
                  "q20Short": "Explosion and Shocked Ground radius are 3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                },
                {
                  "line": "Shocked Ground duration is 8 seconds",
                  "short": "Shocked Ground duration is 8 seconds",
                  "maxLine": "Shocked Ground duration is 8 seconds",
                  "maxShort": "Shocked Ground duration is 8 seconds",
                  "q20Line": "Shocked Ground duration is 8 seconds",
                  "q20Short": "Shocked Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                },
                {
                  "line": "Debuff duration is 4 seconds",
                  "short": "Debuff duration is 4 seconds",
                  "maxLine": "Debuff duration is 4 seconds",
                  "maxShort": "Debuff duration is 4 seconds",
                  "q20Line": "Debuff duration is 4 seconds",
                  "q20Short": "Debuff duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "short": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "maxLine": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "maxShort": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "q20Line": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "q20Short": "(0 - 10)% increased Magnitude of Shock inflicted",
                  "ggpkStatIds": [
                    "shock_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Triggerable",
                "Lightning",
                "AreaSpell",
                "Multicastable",
                "Unleashable",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "GeneratesInfusion",
                "Movement",
                "GeneratesRemnants",
                "GamepadDoNotForceSkillAtLocation"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "culling_strike",
                  "label": "Cull",
                  "source": "Culling_Strike",
                  "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                  "url": "https://poe2db.tw/Culling_Strike",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "debuff",
                  "label": "Debuff",
                  "source": "Debuff",
                  "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                  "url": "https://poe2db.tw/us/Debuffs",
                  "related": []
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "shocked_ground",
                  "label": "Shocked Ground",
                  "source": "Shocked_Ground",
                  "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Shocked_Ground",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 82,
                    "end": 102,
                    "raw": "[CullingStrike|Cull]",
                    "leftKey": "CullingStrike",
                    "label": "Cull",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 161,
                    "end": 169,
                    "raw": "[Debuff]",
                    "leftKey": "Debuff",
                    "label": "Debuff",
                    "canonicalKey": "debuff",
                    "resolved": true
                  },
                  {
                    "start": 242,
                    "end": 262,
                    "raw": "[CullingStrike|Cull]",
                    "leftKey": "CullingStrike",
                    "label": "Cull",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  },
                  {
                    "start": 329,
                    "end": 353,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 417,
                    "end": 438,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 520,
                    "end": 550,
                    "raw": "[ShockedGround|Shocked Ground]",
                    "leftKey": "ShockedGround",
                    "label": "Shocked Ground",
                    "canonicalKey": "shocked_ground",
                    "resolved": true
                  },
                  {
                    "start": 562,
                    "end": 573,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 574,
                    "end": 602,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 653,
                    "end": 675,
                    "raw": "[CullingStrike|Culled]",
                    "leftKey": "CullingStrike",
                    "label": "Culled",
                    "canonicalKey": "culling_strike",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:50",
                "baseItemId": "Metadata/Items/Gems/SkillGemLightningWarp",
                "activeSkillId": "lightning_warp",
                "grantedEffectId": "LightningWarpPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/lightning_warp.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressLightningWarp.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/LightningWarpSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-728",
              "name": "Gathering Storm",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Channel · Travel · PerfectTiming · Lightning · Area · Melee",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/bb4673bc6734c7a4940c1e48.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3ccd946ceaba883ca561ed14.webp",
              "description": "Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing causes you to dash towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked Ground in its wake. This skill cannot be Ancestrally Boosted.",
              "descriptionMarkup": "Flip backward and [Channelling|Channel] to charge your [Quarterstaff] with [Lightning]. Releasing causes you to dash towards the target location, damaging enemies along the way. Releasing with [PerfectTiming|Perfect Timing] performs a [Lightning]-assisted dash that releases shockwaves from enemies you dash through. [PerfectTiming|Perfectly Timed] dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving [ShockedGround|Shocked Ground] in its wake. This skill cannot be [AncestralBoost|Ancestrally Boosted].",
              "explicitMods": [
                {
                  "line": "+1 metres to Melee Strike Range",
                  "short": "+1 metres to Melee Strike Range",
                  "maxLine": "+1 metres to Melee Strike Range",
                  "maxShort": "+1 metres to Melee Strike Range",
                  "q20Line": "+1 metres to Melee Strike Range",
                  "q20Short": "+1 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 20% of Physical damage to Lightning damage",
                  "short": "Converts 20% of Physical damage to Lightning damage",
                  "maxLine": "Converts 20% of Physical damage to Lightning damage",
                  "maxShort": "Converts 20% of Physical damage to Lightning damage",
                  "q20Line": "Converts 20% of Physical damage to Lightning damage",
                  "q20Short": "Converts 20% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+0.8 seconds to Total Attack Time",
                  "short": "+0.8 seconds to Total Attack Time",
                  "maxLine": "+0.8 seconds to Total Attack Time",
                  "maxShort": "+0.8 seconds to Total Attack Time",
                  "q20Line": "+0.8 seconds to Total Attack Time",
                  "q20Short": "+0.8 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 70% of Physical damage to Lightning damage",
                  "short": "Converts 70% of Physical damage to Lightning damage",
                  "maxLine": "Converts 70% of Physical damage to Lightning damage",
                  "maxShort": "Converts 70% of Physical damage to Lightning damage",
                  "q20Line": "Converts 70% of Physical damage to Lightning damage",
                  "q20Short": "Converts 70% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 2.2 metres",
                  "short": "Shockwave radius is 2.2 metres",
                  "maxLine": "Shockwave radius is 2.2 metres",
                  "maxShort": "Shockwave radius is 2.2 metres",
                  "q20Line": "Shockwave radius is 2.2 metres",
                  "q20Short": "Shockwave radius is 2.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/gathering_storm/statset_2.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 3.2 metres Shocked Ground radius is 3.2 metres",
                  "short": "Shockwave radius is 3.2 metres Shocked Ground radius is 3.2 metres",
                  "maxLine": "Shockwave radius is 3.2 metres Shocked Ground radius is 3.2 metres",
                  "maxShort": "Shockwave radius is 3.2 metres Shocked Ground radius is 3.2 metres",
                  "q20Line": "Shockwave radius is 3.2 metres Shocked Ground radius is 3.2 metres",
                  "q20Short": "Shockwave radius is 3.2 metres Shocked Ground radius is 3.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/gathering_storm/statset_3.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% longer Perfect Timing window",
                  "short": "(0 - 20)% longer Perfect Timing window",
                  "maxLine": "(0 - 20)% longer Perfect Timing window",
                  "maxShort": "(0 - 20)% longer Perfect Timing window",
                  "q20Line": "(0 - 20)% longer Perfect Timing window",
                  "q20Short": "(0 - 20)% longer Perfect Timing window",
                  "ggpkStatIds": [
                    "perfect_timing_window_ms_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Channel",
                "Travel",
                "PerfectTiming",
                "Lightning",
                "Area",
                "Melee",
                "CreatesGroundEffect",
                "Duration",
                "CannotSpiritStrike"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "channelling",
                  "label": "Channel",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "quarterstaff",
                  "label": "Quarterstaff",
                  "source": "Quarterstaff",
                  "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                  "url": "https://poe2db.tw/us/Quarterstaves",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "intelligence",
                      "label": "Intelligence",
                      "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Intelligence",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "perfect_timing",
                  "label": "Perfect Timing",
                  "source": "Perfect_Timing",
                  "description": "Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.\nCertain support gems and items can modify the duration of that timing window.",
                  "url": "https://poe2db.tw/Perfect_Timing",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shocked_ground",
                  "label": "Shocked Ground",
                  "source": "Shocked_Ground",
                  "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Shocked_Ground",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 18,
                    "end": 39,
                    "raw": "[Channelling|Channel]",
                    "leftKey": "Channelling",
                    "label": "Channel",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 55,
                    "end": 69,
                    "raw": "[Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  },
                  {
                    "start": 75,
                    "end": 86,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 193,
                    "end": 223,
                    "raw": "[PerfectTiming|Perfect Timing]",
                    "leftKey": "PerfectTiming",
                    "label": "Perfect Timing",
                    "canonicalKey": "perfect_timing",
                    "resolved": true
                  },
                  {
                    "start": 235,
                    "end": 246,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 317,
                    "end": 348,
                    "raw": "[PerfectTiming|Perfectly Timed]",
                    "leftKey": "PerfectTiming",
                    "label": "Perfectly Timed",
                    "canonicalKey": "perfect_timing",
                    "resolved": true
                  },
                  {
                    "start": 464,
                    "end": 494,
                    "raw": "[ShockedGround|Shocked Ground]",
                    "leftKey": "ShockedGround",
                    "label": "Shocked Ground",
                    "canonicalKey": "shocked_ground",
                    "resolved": true
                  },
                  {
                    "start": 529,
                    "end": 565,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 12,
                    "end": 23,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 88,
                    "raw": "[PerfectTiming|Perfectly Timed]",
                    "leftKey": "PerfectTiming",
                    "label": "Perfectly Timed",
                    "canonicalKey": "perfect_timing",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:728",
                "baseItemId": "Metadata/Items/Gem/SkillGemGatheringStorm",
                "activeSkillId": "gathering_storm",
                "grantedEffectId": "GatheringStormPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/gathering_storm/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/gathering_storm/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/gathering_storm/statset_2.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/gathering_storm/statset_3.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkGatheringStorm.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/GatheringStormSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-123",
              "name": "Skeletal Storm Mage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · MinionsCanExplode · CreatesMinion · CreatesUndeadMinion · CreatesSkeletonMinion · HasReservation · Persistent",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e2544f2ee14b34dda00a163b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1b59120969513822a105855a.webp",
              "description": "Activate to summon Reviving Skeletal Storm Mages that can call down a lightning strike on dead Skeletons on Command.",
              "descriptionMarkup": "Activate to summon [Reviving] Skeletal Storm Mages that can call down a lightning strike on dead Skeletons on [Command].",
              "explicitMods": [
                {
                  "line": "Deals 10 to 59 Lightning Damage",
                  "short": "Deals 10 to 59 Lightning Damage",
                  "maxLine": "Deals 10 to 59 Lightning Damage",
                  "maxShort": "Deals 10 to 59 Lightning Damage",
                  "q20Line": "Deals 10 to 59 Lightning Damage",
                  "q20Short": "Deals 10 to 59 Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/death_storm.csd"
                },
                {
                  "line": "Bolt explosion radius is 2 metres",
                  "short": "Bolt explosion radius is 2 metres",
                  "maxLine": "Bolt explosion radius is 2 metres",
                  "maxShort": "Bolt explosion radius is 2 metres",
                  "q20Line": "Bolt explosion radius is 2 metres",
                  "q20Short": "Bolt explosion radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/death_storm.csd"
                },
                {
                  "line": "Shocked Ground radius is 2 metres",
                  "short": "Shocked Ground radius is 2 metres",
                  "maxLine": "Shocked Ground radius is 2 metres",
                  "maxShort": "Shocked Ground radius is 2 metres",
                  "q20Line": "Shocked Ground radius is 2 metres",
                  "q20Short": "Shocked Ground radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/death_storm.csd"
                },
                {
                  "line": "Shocked Ground duration is 6 seconds",
                  "short": "Shocked Ground duration is 6 seconds",
                  "maxLine": "Shocked Ground duration is 6 seconds",
                  "maxShort": "Shocked Ground duration is 6 seconds",
                  "q20Line": "Shocked Ground duration is 6 seconds",
                  "q20Short": "Shocked Ground duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/death_storm.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Minions gain (0 - 20)% of their maximum Life as Extra maximum Energy Shield",
                  "short": "Minions gain (0 - 20)% of their maximum Life as Extra maximum Energy Shield",
                  "maxLine": "Minions gain (0 - 20)% of their maximum Life as Extra maximum Energy Shield",
                  "maxShort": "Minions gain (0 - 20)% of their maximum Life as Extra maximum Energy Shield",
                  "q20Line": "Minions gain (0 - 20)% of their maximum Life as Extra maximum Energy Shield",
                  "q20Short": "Minions gain (0 - 20)% of their maximum Life as Extra maximum Energy Shield",
                  "ggpkStatIds": [
                    "minion_maximum_life_%_to_gain_as_maximum_energy_shield"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "Minion",
                "MinionsCanExplode",
                "CreatesMinion",
                "CreatesUndeadMinion",
                "CreatesSkeletonMinion",
                "HasReservation",
                "Persistent",
                "MultipleReservation",
                "Lightning",
                "CommandableMinion"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "reviving",
                  "label": "Reviving",
                  "source": "Reviving",
                  "description": "Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.",
                  "url": "https://poe2db.tw/us/Reviving_Minions",
                  "related": []
                },
                {
                  "key": "minion_commands",
                  "label": "Command",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 19,
                    "end": 29,
                    "raw": "[Reviving]",
                    "leftKey": "Reviving",
                    "label": "Reviving",
                    "canonicalKey": "reviving",
                    "resolved": true
                  },
                  {
                    "start": 110,
                    "end": 119,
                    "raw": "[Command]",
                    "leftKey": "Command",
                    "label": "Command",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:123",
                "baseItemId": "Metadata/Items/Gems/SkillGemSkeletalStormMage",
                "activeSkillId": "summon_skeleton_storm_mage",
                "grantedEffectId": "SummonSkeletalStormMagesPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WitchStormSkeleton.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchStormSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-962",
              "name": "Storm Lance",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Projectile · ProjectilesFromUser · Lightning · Damage · Attack · Area · UsableWhileMoving",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a8fe76d2fbfe4e28e0344c81.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3b4c00507fc5a4ee6bee0877.webp",
              "description": "Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.",
              "descriptionMarkup": "Throw an electrified [Spear] that lodges in the ground and periodically zaps nearby enemies with [Lightning] bolts. If the [Spear] is [Detonator|Detonated] by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a [Charges|Frenzy Charge] if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create [ShockedGround|Shocked Ground] on Detonation.",
              "explicitMods": [
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 30% of Physical damage to Lightning damage",
                  "short": "Converts 30% of Physical damage to Lightning damage",
                  "maxLine": "Converts 30% of Physical damage to Lightning damage",
                  "maxShort": "Converts 30% of Physical damage to Lightning damage",
                  "q20Line": "Converts 30% of Physical damage to Lightning damage",
                  "q20Short": "Converts 30% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Fires bolts at enemies within a 3 metre radius",
                  "short": "Fires bolts at enemies within a 3 metre radius",
                  "maxLine": "Fires bolts at enemies within a 3 metre radius",
                  "maxShort": "Fires bolts at enemies within a 3 metre radius",
                  "q20Line": "Fires bolts at enemies within a 3 metre radius",
                  "q20Short": "Fires bolts at enemies within a 3 metre radius",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_1.csd"
                },
                {
                  "line": "Shocked Ground duration is 8 seconds",
                  "short": "Shocked Ground duration is 8 seconds",
                  "maxLine": "Shocked Ground duration is 8 seconds",
                  "maxShort": "Shocked Ground duration is 8 seconds",
                  "q20Line": "Shocked Ground duration is 8 seconds",
                  "q20Short": "Shocked Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_1.csd"
                },
                {
                  "line": "Lodged spear duration is 1.5 seconds",
                  "short": "Lodged spear duration is 1.5 seconds",
                  "maxLine": "Lodged spear duration is 1.5 seconds",
                  "maxShort": "Lodged spear duration is 1.5 seconds",
                  "q20Line": "Lodged spear duration is 1.5 seconds",
                  "q20Short": "Lodged spear duration is 1.5 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_1.csd"
                },
                {
                  "line": "Fires a bolt every 0.2 seconds",
                  "short": "Fires a bolt every 0.2 seconds",
                  "maxLine": "Fires a bolt every 0.2 seconds",
                  "maxShort": "Fires a bolt every 0.2 seconds",
                  "q20Line": "Fires a bolt every 0.2 seconds",
                  "q20Short": "Fires a bolt every 0.2 seconds",
                  "ggpkStatIds": [
                    "overcharged_spear_base_frequency_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_1.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Fires bolts at enemies within a 2 metre radius",
                  "short": "Fires bolts at enemies within a 2 metre radius",
                  "maxLine": "Fires bolts at enemies within a 2 metre radius",
                  "maxShort": "Fires bolts at enemies within a 2 metre radius",
                  "q20Line": "Fires bolts at enemies within a 2 metre radius",
                  "q20Short": "Fires bolts at enemies within a 2 metre radius",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_2.csd"
                },
                {
                  "line": "Limit 3 lodged spears",
                  "short": "Limit 3 lodged spears",
                  "maxLine": "Limit 3 lodged spears",
                  "maxShort": "Limit 3 lodged spears",
                  "q20Line": "Limit 3 lodged spears",
                  "q20Short": "Limit 3 lodged spears",
                  "ggpkStatIds": [
                    "base_number_of_overcharged_spears_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_2.csd"
                },
                {
                  "line": "Lodged spear duration is 6 seconds",
                  "short": "Lodged spear duration is 6 seconds",
                  "maxLine": "Lodged spear duration is 6 seconds",
                  "maxShort": "Lodged spear duration is 6 seconds",
                  "q20Line": "Lodged spear duration is 6 seconds",
                  "q20Short": "Lodged spear duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_2.csd"
                },
                {
                  "line": "Bolts Chain to (4 - 6) enemies",
                  "short": "Bolts Chain to (4 - 6) enemies",
                  "maxLine": "Bolts Chain to (4 - 6) enemies",
                  "maxShort": "Bolts Chain to (4 - 6) enemies",
                  "q20Line": "Bolts Chain to (4 - 6) enemies",
                  "q20Short": "Bolts Chain to (4 - 6) enemies",
                  "ggpkStatIds": [
                    "number_of_chains"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_2.csd"
                },
                {
                  "line": "Fires a bolt every 0.8 seconds",
                  "short": "Fires a bolt every 0.8 seconds",
                  "maxLine": "Fires a bolt every 0.8 seconds",
                  "maxShort": "Fires a bolt every 0.8 seconds",
                  "q20Line": "Fires a bolt every 0.8 seconds",
                  "q20Short": "Fires a bolt every 0.8 seconds",
                  "ggpkStatIds": [
                    "overcharged_spear_base_frequency_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_2.csd"
                },
                {
                  "line": "Fires 16 bolts",
                  "short": "Fires 16 bolts",
                  "maxLine": "Fires 16 bolts",
                  "maxShort": "Fires 16 bolts",
                  "q20Line": "Fires 16 bolts",
                  "q20Short": "Fires 16 bolts",
                  "ggpkStatIds": [
                    "overcharged_spear_detonate_number_of_beams"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_3.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Limit (0 - 1) lodged spear",
                  "short": "Limit (0 - 1) lodged spear",
                  "maxLine": "Limit (0 - 1) lodged spear",
                  "maxShort": "Limit (0 - 1) lodged spear",
                  "q20Line": "Limit (0 - 1) lodged spear",
                  "q20Short": "Limit (0 - 1) lodged spear",
                  "ggpkStatIds": [
                    "base_number_of_overcharged_spears_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_2.csd"
                }
              ],
              "tags": [
                "Projectile",
                "ProjectilesFromUser",
                "Lightning",
                "Damage",
                "Attack",
                "Area",
                "UsableWhileMoving",
                "Spear",
                "Barrageable",
                "RangedAttack",
                "UsableWhileMounted",
                "Sustained",
                "Limit",
                "Duration",
                "ConsumesCharges",
                "SkillConsumesFrenzyChargesOnUse",
                "CreatesGroundEffect",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonated",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "shocked_ground",
                  "label": "Shocked Ground",
                  "source": "Shocked_Ground",
                  "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Shocked_Ground",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 28,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 108,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 123,
                    "end": 130,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 134,
                    "end": 155,
                    "raw": "[Detonator|Detonated]",
                    "leftKey": "Detonator",
                    "label": "Detonated",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 241,
                    "end": 264,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 393,
                    "end": 423,
                    "raw": "[ShockedGround|Shocked Ground]",
                    "leftKey": "ShockedGround",
                    "label": "Shocked Ground",
                    "canonicalKey": "shocked_ground",
                    "resolved": true
                  },
                  {
                    "start": 21,
                    "end": 28,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:962",
                "baseItemId": "Metadata/Items/Gem/SkillGemStormLance",
                "activeSkillId": "storm_lance",
                "grantedEffectId": "StormLancePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_2.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/storm_lance/statset_3.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressOverchargedSpear.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/OverchargedSpearSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-437",
              "name": "Thunderous Leap",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Travel · Spear · Jumping · Slam · Lightning",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a1127f5ff862ace112607ed7.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0dad2bd19e52e86d3254fe9b.webp",
              "description": "Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.",
              "descriptionMarkup": "Leap into the air and plunge your [Spear] into the ground at the target location, emitting a [Lightning]-charged shockwave.",
              "explicitMods": [
                {
                  "line": "Shockwave radius is 2.5 metres",
                  "short": "Shockwave radius is 2.5 metres",
                  "maxLine": "Shockwave radius is 2.5 metres",
                  "maxShort": "Shockwave radius is 2.5 metres",
                  "q20Line": "Shockwave radius is 2.5 metres",
                  "q20Short": "Shockwave radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/thunderous_leap.csd"
                },
                {
                  "line": "100% more chance to Shock",
                  "short": "100% more chance to Shock",
                  "maxLine": "100% more chance to Shock",
                  "maxShort": "100% more chance to Shock",
                  "q20Line": "100% more chance to Shock",
                  "q20Short": "100% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 70% of Physical damage to Lightning damage",
                  "short": "Converts 70% of Physical damage to Lightning damage",
                  "maxLine": "Converts 70% of Physical damage to Lightning damage",
                  "maxShort": "Converts 70% of Physical damage to Lightning damage",
                  "q20Line": "Converts 70% of Physical damage to Lightning damage",
                  "q20Short": "Converts 70% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+1.1 seconds to Total Attack Time",
                  "short": "+1.1 seconds to Total Attack Time",
                  "maxLine": "+1.1 seconds to Total Attack Time",
                  "maxShort": "+1.1 seconds to Total Attack Time",
                  "q20Line": "+1.1 seconds to Total Attack Time",
                  "q20Short": "+1.1 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 30)% chance to leave Shocked Ground when Detonating Spears",
                  "short": "(0 - 30)% chance to leave Shocked Ground when Detonating Spears",
                  "maxLine": "(0 - 30)% chance to leave Shocked Ground when Detonating Spears",
                  "maxShort": "(0 - 30)% chance to leave Shocked Ground when Detonating Spears",
                  "q20Line": "(0 - 30)% chance to leave Shocked Ground when Detonating Spears",
                  "q20Short": "(0 - 30)% chance to leave Shocked Ground when Detonating Spears",
                  "ggpkStatIds": [
                    "thunderous_leap_%_chance_for_shocked_ground_when_detonating"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Travel",
                "Spear",
                "Jumping",
                "Slam",
                "Lightning",
                "Melee",
                "Detonator"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 34,
                    "end": 41,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 93,
                    "end": 104,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:437",
                "baseItemId": "Metadata/Items/Gem/SkillGemThunderousLeap",
                "activeSkillId": "thunderous_leap",
                "grantedEffectId": "ThunderousLeapPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/thunderous_leap.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ThunderousLeapSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ThunderousLeapSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-577",
              "name": "Vivid Stampede",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Area · Lightning · Attack · Triggered · InbuiltTrigger · Triggerable · Instant",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/80ecf51d6d9cfd3ed090c450.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.",
              "descriptionMarkup": "Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind [ShockedGround|Shocked Ground].",
              "explicitMods": [
                {
                  "line": "Shockwave radius is 2 metres",
                  "short": "Shockwave radius is 2 metres",
                  "maxLine": "Shockwave radius is 2 metres",
                  "maxShort": "Shockwave radius is 2 metres",
                  "q20Line": "Shockwave radius is 2 metres",
                  "q20Short": "Shockwave radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vivid_stampede.csd"
                },
                {
                  "line": "Stags leap 4 times",
                  "short": "Stags leap 4 times",
                  "maxLine": "Stags leap 4 times",
                  "maxShort": "Stags leap 4 times",
                  "q20Line": "Stags leap 4 times",
                  "q20Short": "Stags leap 4 times",
                  "ggpkStatIds": [
                    "vivid_stag_cascade_number_of_damaging_areas"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vivid_stampede.csd"
                },
                {
                  "line": "Shocked Ground duration is 4 seconds",
                  "short": "Shocked Ground duration is 4 seconds",
                  "maxLine": "Shocked Ground duration is 4 seconds",
                  "maxShort": "Shocked Ground duration is 4 seconds",
                  "q20Line": "Shocked Ground duration is 4 seconds",
                  "q20Short": "Shocked Ground duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vivid_stampede.csd"
                },
                {
                  "line": "Triggered when you Attack, creating one Stag per Vivid Wisp",
                  "short": "Triggered when you Attack, creating one Stag per Vivid Wisp",
                  "maxLine": "Triggered when you Attack, creating one Stag per Vivid Wisp",
                  "maxShort": "Triggered when you Attack, creating one Stag per Vivid Wisp",
                  "q20Line": "Triggered when you Attack, creating one Stag per Vivid Wisp",
                  "q20Short": "Triggered when you Attack, creating one Stag per Vivid Wisp",
                  "ggpkStatIds": [
                    "skill_triggered_on_hit_while_have_vivid_stag_wisps"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "50% more chance to Shock",
                  "short": "50% more chance to Shock",
                  "maxLine": "50% more chance to Shock",
                  "maxShort": "50% more chance to Shock",
                  "q20Line": "50% more chance to Shock",
                  "q20Short": "50% more chance to Shock",
                  "ggpkStatIds": [
                    "active_skill_shock_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Lightning damage",
                  "short": "Converts 60% of Physical damage to Lightning damage",
                  "maxLine": "Converts 60% of Physical damage to Lightning damage",
                  "maxShort": "Converts 60% of Physical damage to Lightning damage",
                  "q20Line": "Converts 60% of Physical damage to Lightning damage",
                  "q20Short": "Converts 60% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Shockwave radius is (0 - 0.5) metres",
                  "short": "Shockwave radius is (0 - 0.5) metres",
                  "maxLine": "Shockwave radius is (0 - 0.5) metres",
                  "maxShort": "Shockwave radius is (0 - 0.5) metres",
                  "q20Line": "Shockwave radius is (0 - 0.5) metres",
                  "q20Short": "Shockwave radius is (0 - 0.5) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius",
                    "quality_display_active_skill_base_area_of_effect_radius_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vivid_stampede.csd"
                }
              ],
              "tags": [
                "Area",
                "Lightning",
                "Attack",
                "Triggered",
                "InbuiltTrigger",
                "Triggerable",
                "Instant",
                "AttackInPlace",
                "Cooldown",
                "CreatesGroundEffect",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shocked_ground",
                  "label": "Shocked Ground",
                  "source": "Shocked_Ground",
                  "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Shocked_Ground",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 195,
                    "end": 225,
                    "raw": "[ShockedGround|Shocked Ground]",
                    "leftKey": "ShockedGround",
                    "label": "Shocked Ground",
                    "canonicalKey": "shocked_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:577",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyVividStampede",
                "activeSkillId": "vivid_stampede",
                "grantedEffectId": "VividStampedePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/vivid_stampede.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WildspeakerVividStagsSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1112",
              "name": "Charged Mark",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d071f719df2cabfeeb8d52fb.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b992731db0ca98818095521d.webp",
              "description": "Supports Mark Skills, causing them to Trigger Charged Mark when they are Activated. Charged Mark creates Shocked Ground at the target's location.",
              "descriptionMarkup": "Supports [Mark] Skills, causing them to [Trigger] Charged Mark when they are [MarkActivate|Activated]. Charged Mark creates [ShockedGround|Shocked Ground] at the target's location.",
              "explicitMods": [
                {
                  "line": "Supported Mark Skills Trigger Charged Mark when they are Activated",
                  "short": "Supported Mark Skills Trigger Charged Mark when they are Activated",
                  "maxLine": "Supported Mark Skills Trigger Charged Mark when they are Activated",
                  "maxShort": "Supported Mark Skills Trigger Charged Mark when they are Activated",
                  "q20Line": "Supported Mark Skills Trigger Charged Mark when they are Activated",
                  "q20Short": "Supported Mark Skills Trigger Charged Mark when they are Activated",
                  "ggpkStatIds": [
                    "support_trigger_shocked_ground_on_mark_activate"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Shocked Ground radius is (1.4 - 2.3) metres",
                  "short": "Shocked Ground radius is (1.4 - 2.3) metres",
                  "maxLine": "Shocked Ground radius is (1.4 - 2.3) metres",
                  "maxShort": "Shocked Ground radius is (1.4 - 2.3) metres",
                  "q20Line": "Shocked Ground radius is (1.4 - 2.3) metres",
                  "q20Short": "Shocked Ground radius is (1.4 - 2.3) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_charged_mark.csd"
                },
                {
                  "line": "Creates Shocked Ground with a 6 second duration",
                  "short": "Creates Shocked Ground with a 6 second duration",
                  "maxLine": "Creates Shocked Ground with a 6 second duration",
                  "maxShort": "Creates Shocked Ground with a 6 second duration",
                  "q20Line": "Creates Shocked Ground with a 6 second duration",
                  "q20Short": "Creates Shocked Ground with a 6 second duration",
                  "ggpkStatIds": [
                    "chance_to_trigger_shocked_ground_on_mark_activated_%",
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_charged_mark.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "mark",
                  "label": "Mark",
                  "source": "Mark",
                  "description": "Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.\nMarks can be Activated when specific conditions occur, which will cause some extra effect and then Consume the Mark.",
                  "url": "https://poe2db.tw/Mark",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "markactivate",
                      "label": "MarkActivate",
                      "description": "Marks all have a condition that makes them Activate.\nWhen a Mark Activates, it will cause an extra effect and then be Consumed .",
                      "url": "https://poe2db.tw/us/Activating_Marks",
                      "related": [
                        {
                          "key": "consume",
                          "label": "Consume",
                          "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                          "url": "https://poe2db.tw/us/Effect_Consumption",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "markactivate",
                  "label": "Activated",
                  "source": "MarkActivate",
                  "description": "Marks all have a condition that makes them Activate.\nWhen a Mark Activates, it will cause an extra effect and then be Consumed .",
                  "url": "https://poe2db.tw/us/Activating_Marks",
                  "related": [
                    {
                      "key": "mark",
                      "label": "Mark",
                      "description": "Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.\nMarks can be Activated when specific conditions occur, which will cause some extra effect and then Consume the Mark.",
                      "url": "https://poe2db.tw/Mark",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "consume",
                          "label": "Consume",
                          "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                          "url": "https://poe2db.tw/us/Effect_Consumption",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "consume",
                      "label": "Consume",
                      "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                      "url": "https://poe2db.tw/us/Effect_Consumption",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shocked_ground",
                  "label": "Shocked Ground",
                  "source": "Shocked_Ground",
                  "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Shocked_Ground",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 9,
                    "end": 15,
                    "raw": "[Mark]",
                    "leftKey": "Mark",
                    "label": "Mark",
                    "canonicalKey": "mark",
                    "resolved": true
                  },
                  {
                    "start": 40,
                    "end": 49,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 77,
                    "end": 101,
                    "raw": "[MarkActivate|Activated]",
                    "leftKey": "MarkActivate",
                    "label": "Activated",
                    "canonicalKey": "markactivate",
                    "resolved": true
                  },
                  {
                    "start": 124,
                    "end": 154,
                    "raw": "[ShockedGround|Shocked Ground]",
                    "leftKey": "ShockedGround",
                    "label": "Shocked Ground",
                    "canonicalKey": "shocked_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1112",
                "baseItemId": "Metadata/Items/Gems/SupportGemChargedMark",
                "activeSkillId": "",
                "grantedEffectId": "SupportChargedMarkPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ChargedMark.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ChargedMarkSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-872",
              "name": "Shocking Leap",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2fd0eb858717d2b5a9cec118.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/500a4cc72fe32e16dadaf457.webp",
              "description": "Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.",
              "descriptionMarkup": "Supports Skills that leap into the air and deal damage, causing them to create [ShockedGround|Shocked Ground] the first time they [Critical|Critically Hit] an enemy.",
              "explicitMods": [
                {
                  "line": "Supported Skills create Shocked Ground for 4 seconds when they Critically Hit, no more than once per Skill use Shocked Ground created this way has a radius of 2 metres",
                  "short": "Supported Skills create Shocked Ground for 4 seconds when they Critically Hit, no more than once per Skill use Shocked Ground created this way has a radius of 2 metres",
                  "maxLine": "Supported Skills create Shocked Ground for 4 seconds when they Critically Hit, no more than once per Skill use Shocked Ground created this way has a radius of 2 metres",
                  "maxShort": "Supported Skills create Shocked Ground for 4 seconds when they Critically Hit, no more than once per Skill use Shocked Ground created this way has a radius of 2 metres",
                  "q20Line": "Supported Skills create Shocked Ground for 4 seconds when they Critically Hit, no more than once per Skill use Shocked Ground created this way has a radius of 2 metres",
                  "q20Short": "Supported Skills create Shocked Ground for 4 seconds when they Critically Hit, no more than once per Skill use Shocked Ground created this way has a radius of 2 metres",
                  "ggpkStatIds": [
                    "support_shocking_leap_shocked_ground_duration_ms",
                    "support_shocking_leap_shocked_ground_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shocked_ground",
                  "label": "Shocked Ground",
                  "source": "Shocked_Ground",
                  "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Shocked_Ground",
                  "related": [
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "critical",
                  "label": "Critically Hit",
                  "source": "Critical",
                  "description": "Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.\nAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.\nMost modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.",
                  "url": "https://poe2db.tw/us/Critical_Hits",
                  "related": [
                    {
                      "key": "criticaldamagebonus",
                      "label": "CriticalDamageBonus",
                      "description": "Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).",
                      "url": "https://poe2db.tw/us/Critical_Damage_Bonus",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 79,
                    "end": 109,
                    "raw": "[ShockedGround|Shocked Ground]",
                    "leftKey": "ShockedGround",
                    "label": "Shocked Ground",
                    "canonicalKey": "shocked_ground",
                    "resolved": true
                  },
                  {
                    "start": 130,
                    "end": 155,
                    "raw": "[Critical|Critically Hit]",
                    "leftKey": "Critical",
                    "label": "Critically Hit",
                    "canonicalKey": "critical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:872",
                "baseItemId": "Metadata/Items/Gem/SupportGemShockingLeap",
                "activeSkillId": "",
                "grantedEffectId": "SupportShockingLeapPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ShockingLeapSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ShockingLeapSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
              "sourceKind": "exact-keyword-popup",
              "hintKey": "shocked_ground",
              "source": "Shocked_Ground",
              "url": "https://poe2db.tw/Shocked_Ground"
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 8,
            "publishedCards": 8,
            "truncated": false,
            "matchTerms": [
              "Shocked Ground"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "ground_consecration",
          "title": "Consecrated Ground",
          "description": "Grants Life Regeneration, and reduces the effect of Curses on you.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 221,
            "id": "ground_consecration",
            "rawName": "Consecrated Ground",
            "rawDescription": "Grants Life Regeneration, and reduces the effect of Curses on you.",
            "statIds": [
              "life_regeneration_rate_per_minute_%",
              "immune_to_curses",
              "immune_to_status_ailments",
              "damage_+%",
              "base_additional_physical_damage_reduction_%",
              "recover_es_as_well_as_life_from_life_regeneration",
              "curse_effect_on_self_+%",
              "on_consecrated_ground"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-250",
              "name": "Consecrate",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · Triggerable · Area · AreaSpell · Nova · Cascadable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3670e1a5c206e8e33215e870.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Create an area of Consecrated Ground around you.",
              "descriptionMarkup": "Create an area of [ConsecratedGround|Consecrated Ground] around you.",
              "explicitMods": [
                {
                  "line": "Consecrated Ground radius is 2.2 metres",
                  "short": "Consecrated Ground radius is 2.2 metres",
                  "maxLine": "Consecrated Ground radius is 2.2 metres",
                  "maxShort": "Consecrated Ground radius is 2.2 metres",
                  "q20Line": "Consecrated Ground radius is 2.2 metres",
                  "q20Short": "Consecrated Ground radius is 2.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/consecrate.csd"
                },
                {
                  "line": "Consecrated Ground duration is 8 seconds",
                  "short": "Consecrated Ground duration is 8 seconds",
                  "maxLine": "Consecrated Ground duration is 8 seconds",
                  "maxShort": "Consecrated Ground duration is 8 seconds",
                  "q20Line": "Consecrated Ground duration is 8 seconds",
                  "q20Short": "Consecrated Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/consecrate.csd"
                },
                {
                  "line": "(0 - 38)% increased Effect of Consecrated Ground",
                  "short": "(0 - 38)% increased Effect of Consecrated Ground",
                  "maxLine": "(0 - 38)% increased Effect of Consecrated Ground",
                  "maxShort": "(0 - 38)% increased Effect of Consecrated Ground",
                  "q20Line": "(0 - 38)% increased Effect of Consecrated Ground",
                  "q20Short": "(0 - 38)% increased Effect of Consecrated Ground",
                  "ggpkStatIds": [
                    "consecrated_ground_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Cast Speed",
                  "short": "(0 - 10)% increased Cast Speed",
                  "maxLine": "(0 - 10)% increased Cast Speed",
                  "maxShort": "(0 - 10)% increased Cast Speed",
                  "q20Line": "(0 - 10)% increased Cast Speed",
                  "q20Short": "(0 - 10)% increased Cast Speed",
                  "ggpkStatIds": [
                    "base_cast_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "Triggerable",
                "Area",
                "AreaSpell",
                "Nova",
                "Cascadable",
                "UsableWhileMoving",
                "CreatesGroundEffect"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "consecrated_ground",
                  "label": "Consecrated Ground",
                  "source": "Consecrated_Ground",
                  "description": "You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.",
                  "url": "https://poe2db.tw/Consecrated_Ground",
                  "related": [
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 18,
                    "end": 56,
                    "raw": "[ConsecratedGround|Consecrated Ground]",
                    "leftKey": "ConsecratedGround",
                    "label": "Consecrated Ground",
                    "canonicalKey": "consecrated_ground",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 45,
                    "raw": "[ConsecratedGround|Consecrated Ground]",
                    "leftKey": "ConsecratedGround",
                    "label": "Consecrated Ground",
                    "canonicalKey": "consecrated_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:250",
                "baseItemId": "Metadata/items/Gems/SkillGemStaffConsecrate",
                "activeSkillId": "consecrate",
                "grantedEffectId": "StaffConsecratePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/consecrate.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/BuffIcons/consecrated.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-693",
              "name": "Holy Descent",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/613153cecf63cea09189d8f2.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a4e6e5fde1ea3f6b3eca820b.webp",
              "description": "Supports Skills that leap into the air, causing them to create Consecrated Ground when you land.",
              "descriptionMarkup": "Supports Skills that leap into the air, causing them to create [ConsecratedGround|Consecrated Ground] when you land.",
              "explicitMods": [
                {
                  "line": "Supported Skills create Consecrated Ground for 4 seconds on landing",
                  "short": "Supported Skills create Consecrated Ground for 4 seconds on landing",
                  "maxLine": "Supported Skills create Consecrated Ground for 4 seconds on landing",
                  "maxShort": "Supported Skills create Consecrated Ground for 4 seconds on landing",
                  "q20Line": "Supported Skills create Consecrated Ground for 4 seconds on landing",
                  "q20Short": "Supported Skills create Consecrated Ground for 4 seconds on landing",
                  "ggpkStatIds": [
                    "support_holy_descent_consecrated_ground_base_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Skills create Consecrated Ground in an area of 2.2 metres",
                  "short": "Supported Skills create Consecrated Ground in an area of 2.2 metres",
                  "maxLine": "Supported Skills create Consecrated Ground in an area of 2.2 metres",
                  "maxShort": "Supported Skills create Consecrated Ground in an area of 2.2 metres",
                  "q20Line": "Supported Skills create Consecrated Ground in an area of 2.2 metres",
                  "q20Short": "Supported Skills create Consecrated Ground in an area of 2.2 metres",
                  "ggpkStatIds": [
                    "support_holy_descent_consecrated_ground_on_landing_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "consecrated_ground",
                  "label": "Consecrated Ground",
                  "source": "Consecrated_Ground",
                  "description": "You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.",
                  "url": "https://poe2db.tw/Consecrated_Ground",
                  "related": [
                    {
                      "key": "allies",
                      "label": "Allies",
                      "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                      "url": "https://poe2db.tw/Allies",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 63,
                    "end": 101,
                    "raw": "[ConsecratedGround|Consecrated Ground]",
                    "leftKey": "ConsecratedGround",
                    "label": "Consecrated Ground",
                    "canonicalKey": "consecrated_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:693",
                "baseItemId": "Metadata/Items/Gem/SupportGemHolyDescent",
                "activeSkillId": "",
                "grantedEffectId": "SupportHolyDescentPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/HolyDescentSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/HolyDescentSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.",
              "sourceKind": "exact-keyword-popup",
              "hintKey": "consecrated_ground",
              "source": "Consecrated_Ground",
              "url": "https://poe2db.tw/Consecrated_Ground"
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 2,
            "publishedCards": 2,
            "truncated": false,
            "matchTerms": [
              "Consecrated Ground"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "ground_desecration",
          "title": "Desecrated Ground",
          "description": "You are taking Chaos Damage while standing on Desecrated Ground",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 220,
            "id": "ground_desecration",
            "rawName": "Desecrated Ground",
            "rawDescription": "You are taking Chaos Damage while standing on Desecrated Ground",
            "statIds": [
              "base_chaos_damage_taken_per_minute",
              "on_desecrated_ground"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [],
          "supports": [],
          "visibleRules": [
            {
              "text": "You are taking Chaos Damage while standing on Desecrated Ground",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 0,
            "publishedCards": 0,
            "truncated": false,
            "matchTerms": [
              "Desecrated Ground"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "caustic_cloud",
          "title": "Caustic Ground",
          "description": "You are taking Chaos Damage from standing in Caustic Ground",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 480,
            "id": "caustic_cloud",
            "rawName": "Caustic Ground",
            "rawDescription": "You are taking Chaos Damage from standing in Caustic Ground",
            "statIds": [
              "base_chaos_damage_taken_per_minute",
              "is_in_caustic_cloud"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [],
          "supports": [],
          "visibleRules": [
            {
              "text": "You are taking Chaos Damage from standing in Caustic Ground",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 0,
            "publishedCards": 0,
            "truncated": false,
            "matchTerms": [
              "Caustic Ground"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "ground_tar_slow",
          "title": "Tarred Ground",
          "description": "Your movement speed is reduced while standing in tar",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 183,
            "id": "ground_tar_slow",
            "rawName": "Tarred Ground",
            "rawDescription": "Your movement speed is reduced while standing in tar",
            "statIds": [
              "base_movement_velocity_+%"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [],
          "supports": [],
          "visibleRules": [
            {
              "text": "Your movement speed is reduced while standing in tar",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 0,
            "publishedCards": 0,
            "truncated": false,
            "matchTerms": [
              "Tarred Ground",
              "Tar"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        }
      ]
    },
    {
      "id": "buffs",
      "label": "Buffs",
      "summary": "Common beneficial states whose player-facing description is owned by the current client.",
      "entries": [
        {
          "id": "onslaught",
          "title": "Onslaught",
          "description": "You have 20% increased Skill Speed and 10% increased movement speed",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 227,
            "id": "onslaught",
            "rawName": "Onslaught",
            "rawDescription": "You have 20% increased [SkillSpeed|Skill Speed] and 10% increased movement speed",
            "statIds": [
              "attack_speed_+%",
              "base_cast_speed_+%",
              "base_movement_velocity_+%",
              "currently_has_onslaught"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1077",
              "name": "Savage Fury",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace",
              "levelRequirement": 11,
              "requirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/cdb396fa22bc249c2f525a00.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/34ca68e173cbffaad39beed0.webp",
              "description": "While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and Onslaught but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.",
              "descriptionMarkup": "While active, your Fury builds from [Attack|Attacking] enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and [Onslaught] but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.",
              "explicitMods": [
                {
                  "line": "Gain 1 Fury on Attack Hit, no more than once per Skill use",
                  "short": "Gain 1 Fury on Attack Hit, no more than once per Skill use",
                  "maxLine": "Gain 1 Fury on Attack Hit, no more than once per Skill use",
                  "maxShort": "Gain 1 Fury on Attack Hit, no more than once per Skill use",
                  "q20Line": "Gain 1 Fury on Attack Hit, no more than once per Skill use",
                  "q20Short": "Gain 1 Fury on Attack Hit, no more than once per Skill use",
                  "ggpkStatIds": [
                    "wild_beast_energy_per_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/savage_fury.csd"
                },
                {
                  "line": "20 maximum Fury",
                  "short": "20 maximum Fury",
                  "maxLine": "20 maximum Fury",
                  "maxShort": "20 maximum Fury",
                  "q20Line": "20 maximum Fury",
                  "q20Short": "20 maximum Fury",
                  "ggpkStatIds": [
                    "wild_beast_maximum_energy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/savage_fury.csd"
                },
                {
                  "line": "Buff duration is 0.5 seconds per Fury",
                  "short": "Buff duration is 0.5 seconds per Fury",
                  "maxLine": "Buff duration is 0.5 seconds per Fury",
                  "maxShort": "Buff duration is 0.5 seconds per Fury",
                  "q20Line": "Buff duration is 0.5 seconds per Fury",
                  "q20Short": "Buff duration is 0.5 seconds per Fury",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/savage_fury.csd"
                },
                {
                  "line": "Buff grants Onslaught and (20 - 29)% more damage",
                  "short": "Buff grants Onslaught and (20 - 29)% more damage",
                  "maxLine": "Buff grants Onslaught and (20 - 29)% more damage",
                  "maxShort": "Buff grants Onslaught and (20 - 29)% more damage",
                  "q20Line": "Buff grants Onslaught and (20 - 29)% more damage",
                  "q20Short": "Buff grants Onslaught and (20 - 29)% more damage",
                  "ggpkStatIds": [
                    "wild_beast_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/savage_fury.csd"
                },
                {
                  "line": "Buff causes you to lose 3% of maximum Life per second",
                  "short": "Buff causes you to lose 3% of maximum Life per second",
                  "maxLine": "Buff causes you to lose 3% of maximum Life per second",
                  "maxShort": "Buff causes you to lose 3% of maximum Life per second",
                  "q20Line": "Buff causes you to lose 3% of maximum Life per second",
                  "q20Short": "Buff causes you to lose 3% of maximum Life per second",
                  "ggpkStatIds": [
                    "wild_beast_life_lost_%_per_minute_nonlethal"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/savage_fury.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Buff grants (0 - 5)% more damage",
                  "short": "Buff grants (0 - 5)% more damage",
                  "maxLine": "Buff grants (0 - 5)% more damage",
                  "maxShort": "Buff grants (0 - 5)% more damage",
                  "q20Line": "Buff grants (0 - 5)% more damage",
                  "q20Short": "Buff grants (0 - 5)% more damage",
                  "ggpkStatIds": [
                    "wild_beast_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/savage_fury.csd"
                }
              ],
              "tags": [
                "Buff",
                "OngoingSkill",
                "HasReservation",
                "Persistent",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "onslaught",
                  "label": "Onslaught",
                  "source": "Onslaught",
                  "description": "Onslaught grants 20% increased Skill Speed and 10% increased movement speed.\nUnless specified, Onslaught lasts 4 seconds.",
                  "url": "https://poe2db.tw/Onslaught",
                  "related": [
                    {
                      "key": "skillspeed",
                      "label": "SkillSpeed",
                      "description": "Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.",
                      "url": "https://poe2db.tw/us/Skill_Speed",
                      "related": [
                        {
                          "key": "warcries",
                          "label": "Warcries",
                          "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                          "url": "https://poe2db.tw/Warcries",
                          "related": [
                            {
                              "key": "power",
                              "label": "Power",
                              "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                              "url": "https://poe2db.tw/us/Monster_Power",
                              "related": []
                            },
                            {
                              "key": "empowered",
                              "label": "Empowered",
                              "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                              "url": "https://poe2db.tw/us/Empowered_Skills",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 36,
                    "end": 54,
                    "raw": "[Attack|Attacking]",
                    "leftKey": "Attack",
                    "label": "Attacking",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 154,
                    "end": 165,
                    "raw": "[Onslaught]",
                    "leftKey": "Onslaught",
                    "label": "Onslaught",
                    "canonicalKey": "onslaught",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1077",
                "baseItemId": "Metadata/Items/Gems/SkillGemSavageFury",
                "activeSkillId": "savage_fury",
                "grantedEffectId": "SavageFuryPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/savage_fury.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidWildBeast.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidWildBeastSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1117",
              "name": "Starborn Onslaught",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Slam · Cold · Physical · CreatesFissure · Duration",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2d50cdfb4eba219e06699154.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Build up Glory by Freezing or Chilling enemies. When you have maximum Glory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.",
              "descriptionMarkup": "Build up Glory by [Freeze|Freezing] or [Chill|Chilling] enemies. When you have maximum [Glory] you may jump backwards loosing your [Mace] with the force of a falling comet onto your target. The impact releases [MoltenFissure|Fissures] and causes stars to fall in the area for a brief period.",
              "explicitMods": [
                {
                  "line": "Impact radius is 2.5 metres",
                  "short": "Impact radius is 2.5 metres",
                  "maxLine": "Impact radius is 2.5 metres",
                  "maxShort": "Impact radius is 2.5 metres",
                  "q20Line": "Impact radius is 2.5 metres",
                  "q20Short": "Impact radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_0.csd"
                },
                {
                  "line": "+8 seconds to Fissure duration",
                  "short": "+8 seconds to Fissure duration",
                  "maxLine": "+8 seconds to Fissure duration",
                  "maxShort": "+8 seconds to Fissure duration",
                  "q20Line": "+8 seconds to Fissure duration",
                  "q20Short": "+8 seconds to Fissure duration",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_0.csd"
                },
                {
                  "line": "Calls down 20 Stars",
                  "short": "Calls down 20 Stars",
                  "maxLine": "Calls down 20 Stars",
                  "maxShort": "Calls down 20 Stars",
                  "q20Line": "Calls down 20 Stars",
                  "q20Short": "Calls down 20 Stars",
                  "ggpkStatIds": [
                    "empyrean_descent_number_of_explosions"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_0.csd"
                },
                {
                  "line": "Limit 8 Fissures",
                  "short": "Limit 8 Fissures",
                  "maxLine": "Limit 8 Fissures",
                  "maxShort": "Limit 8 Fissures",
                  "q20Line": "Limit 8 Fissures",
                  "q20Short": "Limit 8 Fissures",
                  "ggpkStatIds": [
                    "volcanic_fissure_base_maximum_number_of_fissures"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_0.csd"
                },
                {
                  "line": "Requires 20 Glory to use",
                  "short": "Requires 20 Glory to use",
                  "maxLine": "Requires 20 Glory to use",
                  "maxShort": "Requires 20 Glory to use",
                  "q20Line": "Requires 20 Glory to use",
                  "q20Short": "Requires 20 Glory to use",
                  "ggpkStatIds": [
                    "active_skill_requires_X_glory"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Fissures branch 2 times",
                  "short": "Fissures branch 2 times",
                  "maxLine": "Fissures branch 2 times",
                  "maxShort": "Fissures branch 2 times",
                  "q20Line": "Fissures branch 2 times",
                  "q20Short": "Fissures branch 2 times",
                  "ggpkStatIds": [
                    "number_of_branching_fissures"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 70% of Physical damage to Cold damage",
                  "short": "Converts 70% of Physical damage to Cold damage",
                  "maxLine": "Converts 70% of Physical damage to Cold damage",
                  "maxShort": "Converts 70% of Physical damage to Cold damage",
                  "q20Line": "Converts 70% of Physical damage to Cold damage",
                  "q20Short": "Converts 70% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Creates 3 fissures",
                  "short": "Creates 3 fissures",
                  "maxLine": "Creates 3 fissures",
                  "maxShort": "Creates 3 fissures",
                  "q20Line": "Creates 3 fissures",
                  "q20Short": "Creates 3 fissures",
                  "ggpkStatIds": [
                    "base_number_of_fissures"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+1.2 seconds to Total Attack Time",
                  "short": "+1.2 seconds to Total Attack Time",
                  "maxLine": "+1.2 seconds to Total Attack Time",
                  "maxShort": "+1.2 seconds to Total Attack Time",
                  "q20Line": "+1.2 seconds to Total Attack Time",
                  "q20Short": "+1.2 seconds to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Impact radius is 2 metres",
                  "short": "Impact radius is 2 metres",
                  "maxLine": "Impact radius is 2 metres",
                  "maxShort": "Impact radius is 2 metres",
                  "q20Line": "Impact radius is 2 metres",
                  "q20Short": "Impact radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_1.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Cold damage",
                  "short": "Converts 100% of Physical damage to Cold damage",
                  "maxLine": "Converts 100% of Physical damage to Cold damage",
                  "maxShort": "Converts 100% of Physical damage to Cold damage",
                  "q20Line": "Converts 100% of Physical damage to Cold damage",
                  "q20Short": "Converts 100% of Physical damage to Cold damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_cold",
                    "active_skill_display_suppress_physical_to_cold_damage_conversion"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Calls down (0 - 4) Stars",
                  "short": "Calls down (0 - 4) Stars",
                  "maxLine": "Calls down (0 - 4) Stars",
                  "maxShort": "Calls down (0 - 4) Stars",
                  "q20Line": "Calls down (0 - 4) Stars",
                  "q20Short": "Calls down (0 - 4) Stars",
                  "ggpkStatIds": [
                    "empyrean_descent_number_of_explosions"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_0.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Slam",
                "Cold",
                "Physical",
                "CreatesFissure",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "freeze",
                  "label": "Freezing",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "chill",
                  "label": "Chilling",
                  "source": "Chill",
                  "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                  "url": "https://poe2db.tw/Chill",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "glory",
                  "label": "Glory",
                  "source": "Glory",
                  "description": "Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.\nDifferent Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.",
                  "url": "https://poe2db.tw/Glory",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "banner_skills",
                      "label": "Banner_Skills",
                      "description": "Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the Power of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas.\nNormally you have a limit of a single Banner placed at one time.",
                      "url": "https://poe2db.tw/Banner_Skills",
                      "related": [
                        {
                          "key": "power",
                          "label": "Power",
                          "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                          "url": "https://poe2db.tw/us/Monster_Power",
                          "related": [
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "mace",
                  "label": "Mace",
                  "source": "Mace",
                  "description": "Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.\nMace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.",
                  "url": "https://poe2db.tw/us/Maces",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "moltenfissure",
                  "label": "Fissures",
                  "source": "MoltenFissure",
                  "description": "Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .\nHitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.",
                  "url": "https://poe2db.tw/us/Molten_Fissures",
                  "related": [
                    {
                      "key": "aftershock",
                      "label": "Aftershock",
                      "description": "Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.",
                      "url": "https://poe2db.tw/us/Aftershocks",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 18,
                    "end": 35,
                    "raw": "[Freeze|Freezing]",
                    "leftKey": "Freeze",
                    "label": "Freezing",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 55,
                    "raw": "[Chill|Chilling]",
                    "leftKey": "Chill",
                    "label": "Chilling",
                    "canonicalKey": "chill",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 94,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 131,
                    "end": 137,
                    "raw": "[Mace]",
                    "leftKey": "Mace",
                    "label": "Mace",
                    "canonicalKey": "mace",
                    "resolved": true
                  },
                  {
                    "start": 210,
                    "end": 234,
                    "raw": "[MoltenFissure|Fissures]",
                    "leftKey": "MoltenFissure",
                    "label": "Fissures",
                    "canonicalKey": "moltenfissure",
                    "resolved": true
                  },
                  {
                    "start": 6,
                    "end": 13,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 31,
                    "end": 37,
                    "raw": "[Mace]",
                    "leftKey": "Mace",
                    "label": "Mace",
                    "canonicalKey": "mace",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1117",
                "baseItemId": "Metadata/Items/Gems/SkillGemStarbornOnslaught",
                "activeSkillId": "starborn_onslaught",
                "grantedEffectId": "StarbornOnslaughtPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/starborn_onslaught/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HimindrygrSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "You have 20% increased Skill Speed and 10% increased movement speed",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 2,
            "publishedCards": 2,
            "truncated": false,
            "matchTerms": [
              "Onslaught"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "guard_flask_damage_absorption",
          "title": "Guard",
          "description": "All damage from Hits is taken from this buff before your Life or Energy Shield.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2148,
            "id": "guard_flask_damage_absorption",
            "rawName": "Guard",
            "rawDescription": "All damage from [Hit|Hits] is taken from this buff before your Life or [EnergyShield|Energy Shield].",
            "statIds": []
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-570",
              "name": "Encase in Jade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Buff · Guard · Duration · Physical",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d4a87df8d8c3a85051c84bbf.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.",
              "descriptionMarkup": "Consume all stacks of [Jade] to grant [Guard] based off your maximum Life for each [Jade] consumed. You cannot gain [Jade] stacks while you have [Guard].",
              "explicitMods": [
                {
                  "line": "Guard duration is (4 - 4.95) seconds",
                  "short": "Guard duration is (4 - 4.95) seconds",
                  "maxLine": "Guard duration is (4 - 4.95) seconds",
                  "maxShort": "Guard duration is (4 - 4.95) seconds",
                  "q20Line": "Guard duration is (4 - 4.95) seconds",
                  "q20Short": "Guard duration is (4 - 4.95) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/encase_in_jade.csd"
                },
                {
                  "line": "Gain Guard equal to 6% of your maximum life per Jade consumed",
                  "short": "Gain Guard equal to 6% of your maximum life per Jade consumed",
                  "maxLine": "Gain Guard equal to 6% of your maximum life per Jade consumed",
                  "maxShort": "Gain Guard equal to 6% of your maximum life per Jade consumed",
                  "q20Line": "Gain Guard equal to 6% of your maximum life per Jade consumed",
                  "q20Short": "Gain Guard equal to 6% of your maximum life per Jade consumed",
                  "ggpkStatIds": [
                    "maximum_life_%_damage_absorbed_per_jade_consumed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Gain Guard equal to (0 - 1)% of your maximum life per Jade consumed",
                  "short": "Gain Guard equal to (0 - 1)% of your maximum life per Jade consumed",
                  "maxLine": "Gain Guard equal to (0 - 1)% of your maximum life per Jade consumed",
                  "maxShort": "Gain Guard equal to (0 - 1)% of your maximum life per Jade consumed",
                  "q20Line": "Gain Guard equal to (0 - 1)% of your maximum life per Jade consumed",
                  "q20Short": "Gain Guard equal to (0 - 1)% of your maximum life per Jade consumed",
                  "ggpkStatIds": [
                    "maximum_life_%_damage_absorbed_per_jade_consumed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Buff",
                "Guard",
                "Duration",
                "Physical"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "jade",
                  "label": "Jade",
                  "source": "Jade",
                  "description": "Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.",
                  "url": "https://poe2db.tw/Jade",
                  "related": []
                },
                {
                  "key": "guard",
                  "label": "Guard",
                  "source": "Guard",
                  "description": "Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.",
                  "url": "https://poe2db.tw/Guard",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 22,
                    "end": 28,
                    "raw": "[Jade]",
                    "leftKey": "Jade",
                    "label": "Jade",
                    "canonicalKey": "jade",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 45,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 83,
                    "end": 89,
                    "raw": "[Jade]",
                    "leftKey": "Jade",
                    "label": "Jade",
                    "canonicalKey": "jade",
                    "resolved": true
                  },
                  {
                    "start": 116,
                    "end": 122,
                    "raw": "[Jade]",
                    "leftKey": "Jade",
                    "label": "Jade",
                    "canonicalKey": "jade",
                    "resolved": true
                  },
                  {
                    "start": 145,
                    "end": 152,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 22,
                    "end": 28,
                    "raw": "[Jade]",
                    "leftKey": "Jade",
                    "label": "Jade",
                    "canonicalKey": "jade",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 45,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:570",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyEncasedInJade",
                "activeSkillId": "encase_in_jade",
                "grantedEffectId": "EncaseInJadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/encase_in_jade.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteWarbringerEncasedJade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-495",
              "name": "Fortifying Cry",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Duration · Damage · ConsumesCharges · Cooldown · Physical",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/55484bd887f45e6dc427d7e8.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/93ff365050d4f0d169e492ca.webp",
              "description": "Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "Perform a [Warcry] that grants [Guard] and [Trigger|Triggers] Shield Wave when subsequent Shield [Attack|Attacks] deal damage. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 4 metres",
                  "short": "Warcry radius is 4 metres",
                  "maxLine": "Warcry radius is 4 metres",
                  "maxShort": "Warcry radius is 4 metres",
                  "q20Line": "Warcry radius is 4 metres",
                  "q20Short": "Warcry radius is 4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "Guard duration is 4 seconds",
                  "short": "Guard duration is 4 seconds",
                  "maxLine": "Guard duration is 4 seconds",
                  "maxShort": "Guard duration is 4 seconds",
                  "q20Line": "Guard duration is 4 seconds",
                  "q20Short": "Guard duration is 4 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "short": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "maxLine": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "maxShort": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "q20Line": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "q20Short": "Can Trigger Shield Wave once per 5 enemy Power in range, counting up to 50 Power",
                  "ggpkStatIds": [
                    "shielding_cry_an_additional_empowered_attack_per_X_mp",
                    "shielding_cry_an_additional_empowered_attack_per_X_mp_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "short": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "maxLine": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "maxShort": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "q20Line": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "q20Short": "Grants (2 - 92) Guard for every 5 enemy Power in range, counting up to 20 Power",
                  "ggpkStatIds": [
                    "shielding_cry_grant_X_guard_per_5_mp",
                    "shielding_cry_grant_X_guard_per_5_mp_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                },
                {
                  "line": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "short": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "maxLine": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "maxShort": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "q20Line": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "q20Short": "This Attack is Triggered by Fortifying Cry and counts as Empowered by it",
                  "ggpkStatIds": [
                    "skill_triggered_manually_by_other_skill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                },
                {
                  "line": "Shockwave radius is 2 metres",
                  "short": "Shockwave radius is 2 metres",
                  "maxLine": "Shockwave radius is 2 metres",
                  "maxShort": "Shockwave radius is 2 metres",
                  "q20Line": "Shockwave radius is 2 metres",
                  "q20Short": "Shockwave radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                },
                {
                  "line": "Modifiers to Damage with Warcries affect this Skill",
                  "short": "Modifiers to Damage with Warcries affect this Skill",
                  "maxLine": "Modifiers to Damage with Warcries affect this Skill",
                  "maxShort": "Modifiers to Damage with Warcries affect this Skill",
                  "q20Line": "Modifiers to Damage with Warcries affect this Skill",
                  "q20Short": "Modifiers to Damage with Warcries affect this Skill",
                  "ggpkStatIds": [
                    "modifiers_to_warcry_damage_also_apply_to_this"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                },
                {
                  "line": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "short": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "maxLine": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "maxShort": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "q20Line": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "q20Short": "(3 - 85) to (5 - 128) Base Off Hand Physical Damage",
                  "ggpkStatIds": [
                    "off_hand_weapon_minimum_physical_damage",
                    "off_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxLine": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxShort": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "ggpkStatIds": [
                    "off_hand_minimum_added_physical_damage_per_15_shield_armour",
                    "off_hand_maximum_added_physical_damage_per_15_shield_armour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Shockwave radius is (0 - 0.4) metres",
                  "short": "Shockwave radius is (0 - 0.4) metres",
                  "maxLine": "Shockwave radius is (0 - 0.4) metres",
                  "maxShort": "Shockwave radius is (0 - 0.4) metres",
                  "q20Line": "Shockwave radius is (0 - 0.4) metres",
                  "q20Short": "Shockwave radius is (0 - 0.4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry_shockwave.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Duration",
                "Damage",
                "ConsumesCharges",
                "Cooldown",
                "Physical",
                "EmpowersOtherSkill",
                "UsableWhileMoving",
                "SkillConsumesEnduranceChargesOnUse",
                "Nova"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "guard",
                  "label": "Guard",
                  "source": "Guard",
                  "description": "Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.",
                  "url": "https://poe2db.tw/Guard",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Triggers",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 31,
                    "end": 38,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 43,
                    "end": 61,
                    "raw": "[Trigger|Triggers]",
                    "leftKey": "Trigger",
                    "label": "Triggers",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 97,
                    "end": 113,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 181,
                    "end": 207,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 18,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 31,
                    "end": 38,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 61,
                    "end": 77,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 78,
                    "end": 87,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:495",
                "baseItemId": "Metadata/Items/Gem/SkillGemFortifyingCry",
                "activeSkillId": "fortifying_cry",
                "grantedEffectId": "FortifyingCryPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/fortifying_cry.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WarriorShieldingCry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WarriorShieldingCrySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1156",
              "name": "Hollow Shell",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Buff · Area · Cascadable · Nova · Triggerable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ff64acbf0f035d464bd5b4e1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/334529bb9dc64a3e25d0c06e.webp",
              "description": "Sacrifice your Runic Ward to send out an energy pulse that grants nearby Allies Guard.",
              "descriptionMarkup": "Sacrifice your [Ward|Runic Ward] to send out an energy pulse that grants nearby [Allies] [Guard].",
              "explicitMods": [
                {
                  "line": "Pulse spends 100% of your Runic Ward to grant Allies Guard equal to (45 - 64)% of Runic Ward spent",
                  "short": "Pulse spends 100% of your Runic Ward to grant Allies Guard equal to (45 - 64)% of Runic Ward spent",
                  "maxLine": "Pulse spends 100% of your Runic Ward to grant Allies Guard equal to (45 - 64)% of Runic Ward spent",
                  "maxShort": "Pulse spends 100% of your Runic Ward to grant Allies Guard equal to (45 - 64)% of Runic Ward spent",
                  "q20Line": "Pulse spends 100% of your Runic Ward to grant Allies Guard equal to (45 - 64)% of Runic Ward spent",
                  "q20Short": "Pulse spends 100% of your Runic Ward to grant Allies Guard equal to (45 - 64)% of Runic Ward spent",
                  "ggpkStatIds": [
                    "skill_hollow_shell_spent_ward_%_to_grant_as_guard"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hollow_shell.csd"
                },
                {
                  "line": "Pulse radius is (3 - 4) metres",
                  "short": "Pulse radius is (3 - 4) metres",
                  "maxLine": "Pulse radius is (3 - 4) metres",
                  "maxShort": "Pulse radius is (3 - 4) metres",
                  "q20Line": "Pulse radius is (3 - 4) metres",
                  "q20Short": "Pulse radius is (3 - 4) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hollow_shell.csd"
                },
                {
                  "line": "Guard duration is 6 seconds",
                  "short": "Guard duration is 6 seconds",
                  "maxLine": "Guard duration is 6 seconds",
                  "maxShort": "Guard duration is 6 seconds",
                  "q20Line": "Guard duration is 6 seconds",
                  "q20Short": "Guard duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hollow_shell.csd"
                },
                {
                  "line": "Cannot affect the same target more than once every 6 seconds",
                  "short": "Cannot affect the same target more than once every 6 seconds",
                  "maxLine": "Cannot affect the same target more than once every 6 seconds",
                  "maxShort": "Cannot affect the same target more than once every 6 seconds",
                  "q20Line": "Cannot affect the same target more than once every 6 seconds",
                  "q20Short": "Cannot affect the same target more than once every 6 seconds",
                  "ggpkStatIds": [
                    "hollow_shell_per_target_cooldown_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hollow_shell.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Pulse grants Guard equal to an additional (0 - 5)% of Runic Ward spent",
                  "short": "Pulse grants Guard equal to an additional (0 - 5)% of Runic Ward spent",
                  "maxLine": "Pulse grants Guard equal to an additional (0 - 5)% of Runic Ward spent",
                  "maxShort": "Pulse grants Guard equal to an additional (0 - 5)% of Runic Ward spent",
                  "q20Line": "Pulse grants Guard equal to an additional (0 - 5)% of Runic Ward spent",
                  "q20Short": "Pulse grants Guard equal to an additional (0 - 5)% of Runic Ward spent",
                  "ggpkStatIds": [
                    "skill_hollow_shell_spent_ward_%_to_grant_as_guard"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/hollow_shell.csd"
                }
              ],
              "tags": [
                "Spell",
                "Buff",
                "Area",
                "Cascadable",
                "Nova",
                "Triggerable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ward",
                  "label": "Runic Ward",
                  "source": "Ward",
                  "description": "Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.\nRunic Ward constantly regenerates at a default rate of 5% per second.\nMonsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .",
                  "url": "https://poe2db.tw/us/Runic_Ward",
                  "related": [
                    {
                      "key": "cullingstrike",
                      "label": "CullingStrike",
                      "description": "Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.",
                      "url": "https://poe2db.tw/us/Culling_Strike",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "allies",
                  "label": "Allies",
                  "source": "Allies",
                  "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                  "url": "https://poe2db.tw/Allies",
                  "related": []
                },
                {
                  "key": "guard",
                  "label": "Guard",
                  "source": "Guard",
                  "description": "Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.",
                  "url": "https://poe2db.tw/Guard",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 15,
                    "end": 32,
                    "raw": "[Ward|Runic Ward]",
                    "leftKey": "Ward",
                    "label": "Runic Ward",
                    "canonicalKey": "ward",
                    "resolved": true
                  },
                  {
                    "start": 80,
                    "end": 88,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 96,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 15,
                    "end": 32,
                    "raw": "[Ward|Runic Ward]",
                    "leftKey": "Ward",
                    "label": "Runic Ward",
                    "canonicalKey": "ward",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 57,
                    "raw": "[Allies]",
                    "leftKey": "Allies",
                    "label": "Allies",
                    "canonicalKey": "allies",
                    "resolved": true
                  },
                  {
                    "start": 58,
                    "end": 65,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1156",
                "baseItemId": "Metadata/Items/Gems/SkillGemHollowShell",
                "activeSkillId": "hollow_shell",
                "grantedEffectId": "HollowShellPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/hollow_shell.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ExpeditionHollowShell.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ExpeditionHollowShellGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1131",
              "name": "Arbiter's Reach",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 65,
              "requirements": {
                "level": 65,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 65,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ee3e7d3e92da69b05576fef8.webp",
              "secondaryImage": "",
              "description": "Supports Persistent Buff Skills, causing you periodically grant Guard to allies in your Presence while the Skill is active.",
              "descriptionMarkup": "Supports [Persistent|Persistent] [Buff|Buff] Skills, causing you periodically grant [Guard] to allies in your [Presence] while the Skill is active.",
              "explicitMods": [
                {
                  "line": "Allies in your Presence gain Guard equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active",
                  "short": "Allies in your Presence gain Guard equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active",
                  "maxLine": "Allies in your Presence gain Guard equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active",
                  "maxShort": "Allies in your Presence gain Guard equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active",
                  "q20Line": "Allies in your Presence gain Guard equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active",
                  "q20Short": "Allies in your Presence gain Guard equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active",
                  "ggpkStatIds": [
                    "support_mothers_ward_base_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "persistent_skills",
                  "label": "Persistent",
                  "source": "Persistent_Skills",
                  "description": "Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.",
                  "url": "https://poe2db.tw/Persistent_Skills",
                  "related": [
                    {
                      "key": "reservation",
                      "label": "Reservation",
                      "description": "Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.",
                      "url": "https://poe2db.tw/Reservation",
                      "related": [
                        {
                          "key": "spirit",
                          "label": "Spirit",
                          "description": "Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.\nWeapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .",
                          "url": "https://poe2db.tw/Spirit",
                          "related": [
                            {
                              "key": "weaponsets",
                              "label": "WeaponSets",
                              "description": "Your character has two Weapon Sets that can be used independently by equipping items into both sets.\nBy default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.\nIn addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.\nWeapon Sets can have differing amounts of available Spirit , due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets.",
                              "url": "https://poe2db.tw/us/Weapon_Sets",
                              "related": []
                            },
                            {
                              "key": "sceptre",
                              "label": "Sceptre",
                              "description": "Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.\nSceptres cannot be used to Attack and do not grant bonuses to Spellcasting . Instead, they grant additional Spirit and can provide bonuses to your Allies .",
                              "url": "https://poe2db.tw/us/Sceptres",
                              "related": []
                            },
                            {
                              "key": "weaponsetpassiveskillpoints",
                              "label": "WeaponSetPassiveSkillPoints",
                              "description": "Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.",
                              "url": "https://poe2db.tw/us/Weapon_Set_Passive_Skill_Points",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "spirit",
                      "label": "Spirit",
                      "description": "Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.\nWeapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .",
                      "url": "https://poe2db.tw/Spirit",
                      "related": [
                        {
                          "key": "weaponsets",
                          "label": "WeaponSets",
                          "description": "Your character has two Weapon Sets that can be used independently by equipping items into both sets.\nBy default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.\nIn addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.\nWeapon Sets can have differing amounts of available Spirit , due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets.",
                          "url": "https://poe2db.tw/us/Weapon_Sets",
                          "related": [
                            {
                              "key": "weaponsetpassiveskillpoints",
                              "label": "WeaponSetPassiveSkillPoints",
                              "description": "Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.",
                              "url": "https://poe2db.tw/us/Weapon_Set_Passive_Skill_Points",
                              "related": []
                            },
                            {
                              "key": "sceptre",
                              "label": "Sceptre",
                              "description": "Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.\nSceptres cannot be used to Attack and do not grant bonuses to Spellcasting . Instead, they grant additional Spirit and can provide bonuses to your Allies .",
                              "url": "https://poe2db.tw/us/Sceptres",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sceptre",
                          "label": "Sceptre",
                          "description": "Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.\nSceptres cannot be used to Attack and do not grant bonuses to Spellcasting . Instead, they grant additional Spirit and can provide bonuses to your Allies .",
                          "url": "https://poe2db.tw/us/Sceptres",
                          "related": [
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            },
                            {
                              "key": "dualwield",
                              "label": "DualWield",
                              "description": "Dual Wielding refers to using two Martial Weapons , one in each hand.",
                              "url": "https://poe2db.tw/us/Dual_Wielding",
                              "related": []
                            },
                            {
                              "key": "allies",
                              "label": "Allies",
                              "description": "Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.\nYou do not count as your own Ally.",
                              "url": "https://poe2db.tw/Allies",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "weaponsetpassiveskillpoints",
                          "label": "WeaponSetPassiveSkillPoints",
                          "description": "Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.",
                          "url": "https://poe2db.tw/us/Weapon_Set_Passive_Skill_Points",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "guard",
                  "label": "Guard",
                  "source": "Guard",
                  "description": "Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.",
                  "url": "https://poe2db.tw/Guard",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 32,
                    "raw": "[Persistent|Persistent]",
                    "leftKey": "Persistent",
                    "label": "Persistent",
                    "canonicalKey": "persistent_skills",
                    "resolved": true
                  },
                  {
                    "start": 33,
                    "end": 44,
                    "raw": "[Buff|Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 84,
                    "end": 91,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 110,
                    "end": 120,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1131",
                "baseItemId": "Metadata/Items/Gem/SupportGemArbitersReach",
                "activeSkillId": "",
                "grantedEffectId": "ArbitersReachWardPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/Lineage/MothersWard.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1148",
              "name": "Mórrigan's Insight",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 65,
              "requirements": {
                "level": 65,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 65,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f49b82e11828cf63f18ad404.webp",
              "secondaryImage": "",
              "description": "Supports any skill that Hits enemies, causing them to deal more damage and trigger Nature's Exchange when consuming Freeze on enemies. Cannot support skills that Consume Freeze.",
              "descriptionMarkup": "Supports any skill that [Hit|Hits] enemies, causing them to deal more damage and trigger Nature's Exchange when consuming [Freeze] on enemies. Cannot support skills that [Consume|Consume] [Freeze|Freeze].",
              "explicitMods": [
                {
                  "line": "Supported Skills trigger Nature's Exchange when Consuming Freeze",
                  "short": "Supported Skills trigger Nature's Exchange when Consuming Freeze",
                  "maxLine": "Supported Skills trigger Nature's Exchange when Consuming Freeze",
                  "maxShort": "Supported Skills trigger Nature's Exchange when Consuming Freeze",
                  "q20Line": "Supported Skills trigger Nature's Exchange when Consuming Freeze",
                  "q20Short": "Supported Skills trigger Nature's Exchange when Consuming Freeze",
                  "ggpkStatIds": [
                    "consume_enemy_freeze_to_trigger_morrigan_ward"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Skills cannot cause Freeze buildup",
                  "short": "Supported Skills cannot cause Freeze buildup",
                  "maxLine": "Supported Skills cannot cause Freeze buildup",
                  "maxShort": "Supported Skills cannot cause Freeze buildup",
                  "q20Line": "Supported Skills cannot cause Freeze buildup",
                  "q20Short": "Supported Skills cannot cause Freeze buildup",
                  "ggpkStatIds": [
                    "never_freeze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Skills Consume Freeze on enemies to deal 50% more Damage",
                  "short": "Supported Skills Consume Freeze on enemies to deal 50% more Damage",
                  "maxLine": "Supported Skills Consume Freeze on enemies to deal 50% more Damage",
                  "maxShort": "Supported Skills Consume Freeze on enemies to deal 50% more Damage",
                  "q20Line": "Supported Skills Consume Freeze on enemies to deal 50% more Damage",
                  "q20Short": "Supported Skills Consume Freeze on enemies to deal 50% more Damage",
                  "ggpkStatIds": [
                    "support_morrigans_refuge_damage_+%_final_vs_frozen_enemies"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Buff duration is 8 seconds",
                  "short": "Buff duration is 8 seconds",
                  "maxLine": "Buff duration is 8 seconds",
                  "maxShort": "Buff duration is 8 seconds",
                  "q20Line": "Buff duration is 8 seconds",
                  "q20Short": "Buff duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_morrigans_insight.csd"
                },
                {
                  "line": "Grants (16 - 531) Guard",
                  "short": "Grants (16 - 531) Guard",
                  "maxLine": "Grants (16 - 531) Guard",
                  "maxShort": "Grants (16 - 531) Guard",
                  "q20Line": "Grants (16 - 531) Guard",
                  "q20Short": "Grants (16 - 531) Guard",
                  "ggpkStatIds": [
                    "morrigan_ward_gain_X_guard"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_morrigans_insight.csd"
                },
                {
                  "line": "Grants (3 - 106) to (5 - 159) Cold Thorns damage",
                  "short": "Grants (3 - 106) to (5 - 159) Cold Thorns damage",
                  "maxLine": "Grants (3 - 106) to (5 - 159) Cold Thorns damage",
                  "maxShort": "Grants (3 - 106) to (5 - 159) Cold Thorns damage",
                  "q20Line": "Grants (3 - 106) to (5 - 159) Cold Thorns damage",
                  "q20Short": "Grants (3 - 106) to (5 - 159) Cold Thorns damage",
                  "ggpkStatIds": [
                    "morrigan_ward_thorns_minimum_base_cold_damage",
                    "morrigan_ward_thorns_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_morrigans_insight.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 34,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 122,
                    "end": 130,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 170,
                    "end": 187,
                    "raw": "[Consume|Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 188,
                    "end": 203,
                    "raw": "[Freeze|Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1148",
                "baseItemId": "Metadata/Items/Gem/SupportGemMorrigansInsight",
                "activeSkillId": "",
                "grantedEffectId": "SupportMorrigansInsight",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/Lineage/MorrigansRefuge.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1012",
              "name": "Vanguard I",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a9ead93ce89ada519b853919.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/dfc01b7a03b9cd943d40dd43.webp",
              "description": "Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.",
              "descriptionMarkup": "Supports [Shield] Skills, causing you to gain [Guard] on [Stun|Stunning] Enemies with the Supported Skill.",
              "explicitMods": [
                {
                  "line": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 4 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "short": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 4 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "maxLine": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 4 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "maxShort": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 4 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "q20Line": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 4 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "q20Short": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 4 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "ggpkStatIds": [
                    "gain_X_guard_on_heavy_stun_per_10_strength",
                    "gain_X_guard_on_stun_per_10_strength",
                    "guard_on_stun_guard_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shield",
                  "label": "Shield",
                  "source": "Shield",
                  "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                  "url": "https://poe2db.tw/us/Shields",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "block",
                      "label": "Block",
                      "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                      "url": "https://poe2db.tw/Block",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parrieddebuff",
                          "label": "ParriedDebuff",
                          "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                          "url": "https://poe2db.tw/us/Parried",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "guard",
                  "label": "Guard",
                  "source": "Guard",
                  "description": "Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.",
                  "url": "https://poe2db.tw/Guard",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "stun",
                  "label": "Stunning",
                  "source": "Stun",
                  "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Stun",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 9,
                    "end": 17,
                    "raw": "[Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 53,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 72,
                    "raw": "[Stun|Stunning]",
                    "leftKey": "Stun",
                    "label": "Stunning",
                    "canonicalKey": "stun",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1012",
                "baseItemId": "Metadata/Items/Gem/SupportGemVanguard",
                "activeSkillId": "",
                "grantedEffectId": "SupportVanguardPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/GuardonStunSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/GuardonStunSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1013",
              "name": "Vanguard II",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a9ead93ce89ada519b853919.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/dfc01b7a03b9cd943d40dd43.webp",
              "description": "Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.",
              "descriptionMarkup": "Supports [Shield] Skills, causing you to gain [Guard] on [Stun|Stunning] Enemies with the Supported Skill.",
              "explicitMods": [
                {
                  "line": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 6 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "short": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 6 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "maxLine": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 6 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "maxShort": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 6 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "q20Line": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 6 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "q20Short": "Gain 2 Guard per ten Strength when you Stun an Enemy Gain an additional 6 Guard per ten Strength if Heavily Stunning Guard duration is 4 seconds",
                  "ggpkStatIds": [
                    "gain_X_guard_on_heavy_stun_per_10_strength",
                    "gain_X_guard_on_stun_per_10_strength",
                    "guard_on_stun_guard_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shield",
                  "label": "Shield",
                  "source": "Shield",
                  "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                  "url": "https://poe2db.tw/us/Shields",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "block",
                      "label": "Block",
                      "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                      "url": "https://poe2db.tw/Block",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parrieddebuff",
                          "label": "ParriedDebuff",
                          "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                          "url": "https://poe2db.tw/us/Parried",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "guard",
                  "label": "Guard",
                  "source": "Guard",
                  "description": "Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.",
                  "url": "https://poe2db.tw/Guard",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "stun",
                  "label": "Stunning",
                  "source": "Stun",
                  "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Stun",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 9,
                    "end": 17,
                    "raw": "[Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 53,
                    "raw": "[Guard]",
                    "leftKey": "Guard",
                    "label": "Guard",
                    "canonicalKey": "guard",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 72,
                    "raw": "[Stun|Stunning]",
                    "leftKey": "Stun",
                    "label": "Stunning",
                    "canonicalKey": "stun",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1013",
                "baseItemId": "Metadata/Items/Gem/SupportGemVanguardTwo",
                "activeSkillId": "",
                "grantedEffectId": "SupportVanguardPlayerTwo",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/GuardonStunSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/GuardonStunSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "All damage from Hits is taken from this buff before your Life or Energy Shield.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 7,
            "publishedCards": 7,
            "truncated": false,
            "matchTerms": [
              "Guard"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "blood_rage",
          "title": "Blood Rage",
          "description": "Taking Physical Damage over time based on Life and Energy Shield, while increasing Attack Speed and Life Leech. Killing an enemy refreshes the buff duration and can grant a Frenzy Charge.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 14,
            "id": "blood_rage",
            "rawName": "Blood Rage",
            "rawDescription": "Taking Physical Damage over time based on Life and Energy Shield, while increasing Attack Speed and Life Leech. Killing an enemy refreshes the buff duration and can grant a Frenzy Charge.",
            "statIds": [
              "attack_speed_+%",
              "base_life_leech_from_physical_attack_damage_permyriad",
              "dummy_stat_display_nothing",
              "add_frenzy_charge_on_kill_%_chance",
              "gain_frenzy_charge_on_hitting_unique_enemy_%",
              "add_level_X_blood_rage_on_kill"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [],
          "supports": [],
          "visibleRules": [
            {
              "text": "Taking Physical Damage over time based on Life and Energy Shield, while increasing Attack Speed and Life Leech. Killing an enemy refreshes the buff duration and can grant a Frenzy Charge.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 0,
            "publishedCards": 0,
            "truncated": false,
            "matchTerms": [
              "blood_rage"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        },
        {
          "id": "convalescence_energy_shield",
          "title": "Convalescence",
          "description": "Energy Shield Recharge cannot be interrupted. This Buff is removed at maximum Energy Shield.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2710,
            "id": "convalescence_energy_shield",
            "rawName": "Convalescence",
            "rawDescription": "[ESRecharge|Energy Shield Recharge] cannot be interrupted. This [Buff] is removed at maximum [EnergyShield|Energy Shield].",
            "statIds": [
              "convalescence_active_cooldown_does_not_tick"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-973",
              "name": "Convalescence",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · OngoingSkill · HasReservation · Persistent · ReserveInAllSets · AttackInPlace",
              "levelRequirement": 10,
              "requirements": {
                "level": 10,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 10,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/de1594e54a62b74298a90cb3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/14c090fbc7e1b04f0cb450ce.webp",
              "description": "While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.",
              "descriptionMarkup": "While active, grants a skill that you can use to instantly begin [ESRecharge|Recharging] [EnergyShield|Energy Shield] and gain a [Buff] for a duration that prevents that [ESRecharge|Recharge] being interrupted. The [Buff] is removed at maximum [EnergyShield|Energy Shield] and the skill cannot be used while [EnergyShield|Energy Shield] is full.",
              "explicitMods": [
                {
                  "line": "Must be active in both Weapon Sets",
                  "short": "Must be active in both Weapon Sets",
                  "maxLine": "Must be active in both Weapon Sets",
                  "maxShort": "Must be active in both Weapon Sets",
                  "q20Line": "Must be active in both Weapon Sets",
                  "q20Short": "Must be active in both Weapon Sets",
                  "ggpkStatIds": [
                    "display_skill_reserves_in_all_weapon_sets"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Cooldown is 30 seconds",
                  "short": "Cooldown is 30 seconds",
                  "maxLine": "Cooldown is 30 seconds",
                  "maxShort": "Cooldown is 30 seconds",
                  "q20Line": "Cooldown is 30 seconds",
                  "q20Short": "Cooldown is 30 seconds",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/convalescence_active.csd"
                },
                {
                  "line": "Buff duration is (3 - 3.95) seconds",
                  "short": "Buff duration is (3 - 3.95) seconds",
                  "maxLine": "Buff duration is (3 - 3.95) seconds",
                  "maxShort": "Buff duration is (3 - 3.95) seconds",
                  "q20Line": "Buff duration is (3 - 3.95) seconds",
                  "q20Short": "Buff duration is (3 - 3.95) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/convalescence_active.csd"
                },
                {
                  "line": "Cooldown does not recover during Buff effect",
                  "short": "Cooldown does not recover during Buff effect",
                  "maxLine": "Cooldown does not recover during Buff effect",
                  "maxShort": "Cooldown does not recover during Buff effect",
                  "q20Line": "Cooldown does not recover during Buff effect",
                  "q20Short": "Cooldown does not recover during Buff effect",
                  "ggpkStatIds": [
                    "display_this_skill_cooldown_does_not_recover_during_buff"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Buff duration is (0 - 0.5) seconds",
                  "short": "Buff duration is (0 - 0.5) seconds",
                  "maxLine": "Buff duration is (0 - 0.5) seconds",
                  "maxShort": "Buff duration is (0 - 0.5) seconds",
                  "q20Line": "Buff duration is (0 - 0.5) seconds",
                  "q20Short": "Buff duration is (0 - 0.5) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/convalescence_active.csd"
                }
              ],
              "tags": [
                "Buff",
                "OngoingSkill",
                "HasReservation",
                "Persistent",
                "ReserveInAllSets",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "esrecharge",
                  "label": "Recharging",
                  "source": "ESRecharge",
                  "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                  "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                  "related": [
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "energy_shield",
                  "label": "Energy Shield",
                  "source": "Energy_Shield",
                  "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                  "url": "https://poe2db.tw/Energy_Shield",
                  "related": [
                    {
                      "key": "esrecharge",
                      "label": "ESRecharge",
                      "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                      "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "bleeding",
                      "label": "Bleeding",
                      "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                      "url": "https://poe2db.tw/Bleeding",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "aggravate",
                          "label": "Aggravate",
                          "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armourbreak",
                          "label": "ArmourBreak",
                          "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                          "url": "https://poe2db.tw/us/Armour_Break",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "poison",
                      "label": "Poison",
                      "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                      "url": "https://poe2db.tw/Poison",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "premitigation",
                          "label": "Premitigation",
                          "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                          "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 65,
                    "end": 88,
                    "raw": "[ESRecharge|Recharging]",
                    "leftKey": "ESRecharge",
                    "label": "Recharging",
                    "canonicalKey": "esrecharge",
                    "resolved": true
                  },
                  {
                    "start": 89,
                    "end": 117,
                    "raw": "[EnergyShield|Energy Shield]",
                    "leftKey": "EnergyShield",
                    "label": "Energy Shield",
                    "canonicalKey": "energy_shield",
                    "resolved": true
                  },
                  {
                    "start": 129,
                    "end": 135,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 170,
                    "end": 191,
                    "raw": "[ESRecharge|Recharge]",
                    "leftKey": "ESRecharge",
                    "label": "Recharge",
                    "canonicalKey": "esrecharge",
                    "resolved": true
                  },
                  {
                    "start": 215,
                    "end": 221,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 244,
                    "end": 272,
                    "raw": "[EnergyShield|Energy Shield]",
                    "leftKey": "EnergyShield",
                    "label": "Energy Shield",
                    "canonicalKey": "energy_shield",
                    "resolved": true
                  },
                  {
                    "start": 308,
                    "end": 336,
                    "raw": "[EnergyShield|Energy Shield]",
                    "leftKey": "EnergyShield",
                    "label": "Energy Shield",
                    "canonicalKey": "energy_shield",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:973",
                "baseItemId": "Metadata/Items/Gem/SkillGemConvalescence",
                "activeSkillId": "convalescence",
                "grantedEffectId": "ConvalescencePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ConvalescenceSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ConvalescenceSkillGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Energy Shield Recharge cannot be interrupted. This Buff is removed at maximum Energy Shield.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 1,
            "publishedCards": 1,
            "truncated": false,
            "matchTerms": [
              "Convalescence"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          }
        }
      ]
    },
    {
      "id": "debuffs",
      "label": "Debuffs",
      "summary": "Common non-ailment debuffs selected by exact client identity rather than by display-name guessing.",
      "entries": [
        {
          "id": "maim",
          "title": "Maimed",
          "description": "Reduced Evasion and movement speed Slowed.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 507,
            "id": "maim",
            "rawName": "Maimed",
            "rawDescription": "Reduced [Evasion] and movement speed [Slow|Slowed].",
            "statIds": [
              "maim_movement_speed_+%_final",
              "evasion_rating_+%"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-251",
              "name": "Artillery Ballista",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "ProjectilesFromUser · Trappable · Mineable · SummonsTotem · SummonsAttackTotem · TotemsAreBallistae · UsableWhileMoving",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ca43da6312d7fd9a2a9145fb.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/299f6fb9c9e2f430408c96bf.webp",
              "description": "Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.",
              "descriptionMarkup": "Deploy a [Ballista] [Totem] that rains down a salvo of [Pinned|Pinning], [Maim|Maiming] bolts.",
              "explicitMods": [
                {
                  "line": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "short": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "maxLine": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "maxShort": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "q20Line": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "q20Short": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "ggpkStatIds": [
                    "totem_elemental_resistance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "short": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "maxLine": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "maxShort": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "q20Line": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "q20Short": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "ggpkStatIds": [
                    "totem_chaos_resistance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Limit 1 Totem",
                  "short": "Limit 1 Totem",
                  "maxLine": "Limit 1 Totem",
                  "maxShort": "Limit 1 Totem",
                  "q20Line": "Limit 1 Totem",
                  "q20Short": "Limit 1 Totem",
                  "ggpkStatIds": [
                    "base_number_of_totems_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Totem duration is 12 seconds",
                  "short": "Totem duration is 12 seconds",
                  "maxLine": "Totem duration is 12 seconds",
                  "maxShort": "Totem duration is 12 seconds",
                  "q20Line": "Totem duration is 12 seconds",
                  "q20Short": "Totem duration is 12 seconds",
                  "ggpkStatIds": [
                    "base_totem_duration",
                    "quality_display_base_totem_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Bolt impact radius is 2.5 metres",
                  "short": "Bolt impact radius is 2.5 metres",
                  "maxLine": "Bolt impact radius is 2.5 metres",
                  "maxShort": "Bolt impact radius is 2.5 metres",
                  "q20Line": "Bolt impact radius is 2.5 metres",
                  "q20Short": "Bolt impact radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ripwire_arrow.csd"
                },
                {
                  "line": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "short": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "maxLine": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "maxShort": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "q20Line": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "q20Short": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "ggpkStatIds": [
                    "base_number_of_projectiles"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ripwire_arrow.csd"
                },
                {
                  "line": "Hits are Pinning",
                  "short": "Hits are Pinning",
                  "maxLine": "Hits are Pinning",
                  "maxShort": "Hits are Pinning",
                  "q20Line": "Hits are Pinning",
                  "q20Short": "Hits are Pinning",
                  "ggpkStatIds": [
                    "base_all_damage_can_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Pins Enemies as though dealing 600% more Damage",
                  "short": "Pins Enemies as though dealing 600% more Damage",
                  "maxLine": "Pins Enemies as though dealing 600% more Damage",
                  "maxShort": "Pins Enemies as though dealing 600% more Damage",
                  "q20Line": "Pins Enemies as though dealing 600% more Damage",
                  "q20Short": "Pins Enemies as though dealing 600% more Damage",
                  "ggpkStatIds": [
                    "active_skill_pins_as_though_dealt_damage_+%_final",
                    "quality_display_active_skill_pins_as_though_dealt_damage_+%_final_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maim on Hit",
                  "short": "Maim on Hit",
                  "maxLine": "Maim on Hit",
                  "maxShort": "Maim on Hit",
                  "q20Line": "Maim on Hit",
                  "q20Short": "Maim on Hit",
                  "ggpkStatIds": [
                    "global_maim_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "short": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "maxLine": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "maxShort": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "q20Line": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "q20Short": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "ggpkStatIds": [
                    "active_skill_pins_as_though_dealt_damage_+%_final",
                    "quality_display_active_skill_pins_as_though_dealt_damage_+%_final_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "ProjectilesFromUser",
                "Trappable",
                "Mineable",
                "SummonsTotem",
                "SummonsAttackTotem",
                "TotemsAreBallistae",
                "UsableWhileMoving",
                "Limit",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ballista",
                  "label": "Ballista",
                  "source": "Ballista",
                  "description": "Ballistas are a type of Totem that use Projectile Attacks .",
                  "url": "https://poe2db.tw/us/Ballista_Totems",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pinning",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "maim",
                  "label": "Maiming",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 19,
                    "raw": "[Ballista]",
                    "leftKey": "Ballista",
                    "label": "Ballista",
                    "canonicalKey": "ballista",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 27,
                    "raw": "[Totem]",
                    "leftKey": "Totem",
                    "label": "Totem",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 55,
                    "end": 71,
                    "raw": "[Pinned|Pinning]",
                    "leftKey": "Pinned",
                    "label": "Pinning",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 87,
                    "raw": "[Maim|Maiming]",
                    "leftKey": "Maim",
                    "label": "Maiming",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 9,
                    "end": 19,
                    "raw": "[Ballista]",
                    "leftKey": "Ballista",
                    "label": "Ballista",
                    "canonicalKey": "ballista",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 38,
                    "raw": "[Pinned|Pins]",
                    "leftKey": "Pinned",
                    "label": "Pins",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 43,
                    "end": 55,
                    "raw": "[Maim|Maims]",
                    "leftKey": "Maim",
                    "label": "Maims",
                    "canonicalKey": "maim",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Totem"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:251",
                "baseItemId": "Metadata/Items/Gems/SkillGemRipwireBallista",
                "activeSkillId": "artillery_ballista",
                "grantedEffectId": "ArtilleryBallistaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MercRipwireBallista.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RipwireBallistaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-126",
              "name": "Azmerian Wolf",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · CreatesMinion · HasReservation · Persistent · Physical · Companion · CreatesCompanion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b99824606788358ac0f0e392.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Summons an ancient Reviving Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command. It Maims when attacking foes, and can lunge to bite and inflict Bleeding, or howl to inspire nearby allies.",
              "descriptionMarkup": "Summons an ancient [Reviving] Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on [Command]. It [Maim|Maims] when attacking foes, and can lunge to bite and inflict [Bleeding], or howl to inspire nearby allies.",
              "explicitMods": [
                {
                  "line": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "short": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "maxLine": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "maxShort": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "q20Line": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "q20Short": "Summons 7 Spirit Wolves Wolves dash at enemies over 8 seconds",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/packleader_great_hunt.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Minions have (0 - 20)% more Maximum Life",
                  "short": "Minions have (0 - 20)% more Maximum Life",
                  "maxLine": "Minions have (0 - 20)% more Maximum Life",
                  "maxShort": "Minions have (0 - 20)% more Maximum Life",
                  "q20Line": "Minions have (0 - 20)% more Maximum Life",
                  "q20Short": "Minions have (0 - 20)% more Maximum Life",
                  "ggpkStatIds": [
                    "active_skill_minion_life_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Minion",
                "CreatesMinion",
                "HasReservation",
                "Persistent",
                "Physical",
                "Companion",
                "CreatesCompanion",
                "CommandableMinion"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "reviving",
                  "label": "Reviving",
                  "source": "Reviving",
                  "description": "Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.",
                  "url": "https://poe2db.tw/us/Reviving_Minions",
                  "related": []
                },
                {
                  "key": "minion_commands",
                  "label": "Command",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                },
                {
                  "key": "maim",
                  "label": "Maims",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 19,
                    "end": 29,
                    "raw": "[Reviving]",
                    "leftKey": "Reviving",
                    "label": "Reviving",
                    "canonicalKey": "reviving",
                    "resolved": true
                  },
                  {
                    "start": 107,
                    "end": 116,
                    "raw": "[Command]",
                    "leftKey": "Command",
                    "label": "Command",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  },
                  {
                    "start": 121,
                    "end": 133,
                    "raw": "[Maim|Maims]",
                    "leftKey": "Maim",
                    "label": "Maims",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 189,
                    "end": 199,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:126",
                "baseItemId": "Metadata/Items/Gems/SkillGemAzmerianWolf",
                "activeSkillId": "summon_azmerian_wolf",
                "grantedEffectId": "SummonAzmerianWolfPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ThePackLeaderBaseMinionSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-259",
              "name": "Cackling Companions",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · HasReservation · Persistent · Physical · Companion · CreatesCompanion · CreatesMinion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3bf266b7b866388fe047fd77.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit.",
              "descriptionMarkup": "Activate to summon a cackle of Hyena [Companion|Companions]. The cackle is treated as a single [Companion] for effects that count or limit [Companion|Companions], regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, [Hinder|Hindering] nearby enemies, and have a chance to [Maim] enemies they [Hit].",
              "explicitMods": [
                {
                  "line": "Summons (6 - 9) Hyenas",
                  "short": "Summons (6 - 9) Hyenas",
                  "maxLine": "Summons (6 - 9) Hyenas",
                  "maxShort": "Summons (6 - 9) Hyenas",
                  "q20Line": "Summons (6 - 9) Hyenas",
                  "q20Short": "Summons (6 - 9) Hyenas",
                  "ggpkStatIds": [
                    "skill_hyena_cackle_size"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Minions have (0 - 20)% more Maximum Life",
                  "short": "Minions have (0 - 20)% more Maximum Life",
                  "maxLine": "Minions have (0 - 20)% more Maximum Life",
                  "maxShort": "Minions have (0 - 20)% more Maximum Life",
                  "q20Line": "Minions have (0 - 20)% more Maximum Life",
                  "q20Short": "Minions have (0 - 20)% more Maximum Life",
                  "ggpkStatIds": [
                    "active_skill_minion_life_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Minion",
                "HasReservation",
                "Persistent",
                "Physical",
                "Companion",
                "CreatesCompanion",
                "CreatesMinion",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hinder",
                  "label": "Hindering",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "maim",
                  "label": "Maim",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 37,
                    "end": 59,
                    "raw": "[Companion|Companions]",
                    "leftKey": "Companion",
                    "label": "Companions",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 95,
                    "end": 106,
                    "raw": "[Companion]",
                    "leftKey": "Companion",
                    "label": "Companion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 139,
                    "end": 161,
                    "raw": "[Companion|Companions]",
                    "leftKey": "Companion",
                    "label": "Companions",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 250,
                    "end": 268,
                    "raw": "[Hinder|Hindering]",
                    "leftKey": "Hinder",
                    "label": "Hindering",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 306,
                    "end": 312,
                    "raw": "[Maim]",
                    "leftKey": "Maim",
                    "label": "Maim",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 326,
                    "end": 331,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Companion"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:259",
                "baseItemId": "Metadata/Items/Gems/SkillGemHyenaCackle",
                "activeSkillId": "hyena_cackle",
                "grantedEffectId": "HyenaCacklePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HandoftheClanSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-193",
              "name": "Rapid Assault",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · MeleeSingleTarget · Area · Spear · Physical · Duration",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f3b99293904db717ca3be77d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/022a4d90339ee5111f6ae93f.webp",
              "description": "Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.",
              "descriptionMarkup": "Perform a series of six rapid stabs. The final stab inflicts [Bleeding] and leaves a spearhead stuck in the target, [Maim|Maiming] them for a duration. [Detonator] Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.",
              "explicitMods": [
                {
                  "line": "+0.6 metres to Melee Strike Range",
                  "short": "+0.6 metres to Melee Strike Range",
                  "maxLine": "+0.6 metres to Melee Strike Range",
                  "maxShort": "+0.6 metres to Melee Strike Range",
                  "q20Line": "+0.6 metres to Melee Strike Range",
                  "q20Short": "+0.6 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Spearhead duration is 30 seconds",
                  "short": "Spearhead duration is 30 seconds",
                  "maxLine": "Spearhead duration is 30 seconds",
                  "maxShort": "Spearhead duration is 30 seconds",
                  "q20Line": "Spearhead duration is 30 seconds",
                  "q20Short": "Spearhead duration is 30 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/rapid_assault.csd"
                },
                {
                  "line": "+1.2 metres to Melee Strike Range",
                  "short": "+1.2 metres to Melee Strike Range",
                  "maxLine": "+1.2 metres to Melee Strike Range",
                  "maxShort": "+1.2 metres to Melee Strike Range",
                  "q20Line": "+1.2 metres to Melee Strike Range",
                  "q20Short": "+1.2 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Inflicts Bleeding on Hit",
                  "short": "Inflicts Bleeding on Hit",
                  "maxLine": "Inflicts Bleeding on Hit",
                  "maxShort": "Inflicts Bleeding on Hit",
                  "q20Line": "Inflicts Bleeding on Hit",
                  "q20Short": "Inflicts Bleeding on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_inflict_bleeding_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Limit 5 Spearheads stuck in each Target",
                  "short": "Limit 5 Spearheads stuck in each Target",
                  "maxLine": "Limit 5 Spearheads stuck in each Target",
                  "maxShort": "Limit 5 Spearheads stuck in each Target",
                  "q20Line": "Limit 5 Spearheads stuck in each Target",
                  "q20Short": "Limit 5 Spearheads stuck in each Target",
                  "ggpkStatIds": [
                    "rapid_assault_attached_spear_limit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 2.4 metres",
                  "short": "Explosion radius is 2.4 metres",
                  "maxLine": "Explosion radius is 2.4 metres",
                  "maxShort": "Explosion radius is 2.4 metres",
                  "q20Line": "Explosion radius is 2.4 metres",
                  "q20Short": "Explosion radius is 2.4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/rapid_assault.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% chance to leave an additional spearhead in the target",
                  "short": "(0 - 20)% chance to leave an additional spearhead in the target",
                  "maxLine": "(0 - 20)% chance to leave an additional spearhead in the target",
                  "maxShort": "(0 - 20)% chance to leave an additional spearhead in the target",
                  "q20Line": "(0 - 20)% chance to leave an additional spearhead in the target",
                  "q20Short": "(0 - 20)% chance to leave an additional spearhead in the target",
                  "ggpkStatIds": [
                    "rapid_assault_%_chance_to_attach_additional_spear"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/rapid_assault.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "MeleeSingleTarget",
                "Area",
                "Spear",
                "Physical",
                "Duration",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "bleeding",
                  "label": "Bleeding",
                  "source": "Bleeding",
                  "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                  "url": "https://poe2db.tw/Bleeding",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "aggravate",
                      "label": "Aggravate",
                      "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "maim",
                  "label": "Maiming",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 61,
                    "end": 71,
                    "raw": "[Bleeding]",
                    "leftKey": "Bleeding",
                    "label": "Bleeding",
                    "canonicalKey": "bleeding",
                    "resolved": true
                  },
                  {
                    "start": 116,
                    "end": 130,
                    "raw": "[Maim|Maiming]",
                    "leftKey": "Maim",
                    "label": "Maiming",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 152,
                    "end": 163,
                    "raw": "[Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:193",
                "baseItemId": "Metadata/Items/Gems/SkillGemRapidAssault",
                "activeSkillId": "rapid_assault",
                "grantedEffectId": "RapidAssaultPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/rapid_assault.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressRapidAssault.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RapidAssaultSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-197",
              "name": "Spearfield",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Melee · Sustained · Spear · Hazard · Duration",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c93f1fc3f4e2082ab82910fc.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/883314849e7e2e032eaf215a.webp",
              "description": "Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.",
              "descriptionMarkup": "Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and [Maim|Maiming] them.",
              "explicitMods": [
                {
                  "line": "Spears emerge within a (4 - 6.9) metre length cone",
                  "short": "Spears emerge within a (4 - 6.9) metre length cone",
                  "maxLine": "Spears emerge within a (4 - 6.9) metre length cone",
                  "maxShort": "Spears emerge within a (4 - 6.9) metre length cone",
                  "q20Line": "Spears emerge within a (4 - 6.9) metre length cone",
                  "q20Short": "Spears emerge within a (4 - 6.9) metre length cone",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spearfield/statset_0.csd"
                },
                {
                  "line": "Spear duration is 10 seconds",
                  "short": "Spear duration is 10 seconds",
                  "maxLine": "Spear duration is 10 seconds",
                  "maxShort": "Spear duration is 10 seconds",
                  "q20Line": "Spear duration is 10 seconds",
                  "q20Short": "Spear duration is 10 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spearfield/statset_0.csd"
                },
                {
                  "line": "Maximum 70 active spears",
                  "short": "Maximum 70 active spears",
                  "maxLine": "Maximum 70 active spears",
                  "maxShort": "Maximum 70 active spears",
                  "q20Line": "Maximum 70 active spears",
                  "q20Short": "Maximum 70 active spears",
                  "ggpkStatIds": [
                    "spear_wall_maximum_active_spears"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spearfield/statset_0.csd"
                },
                {
                  "line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxLine": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxShort": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "ggpkStatIds": [
                    "hazard_damage_+%_final_for_first_500_ms_when_not_killed_by_self"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Creates 1 Spear per 0.2 metres of Radius",
                  "short": "Creates 1 Spear per 0.2 metres of Radius",
                  "maxLine": "Creates 1 Spear per 0.2 metres of Radius",
                  "maxShort": "Creates 1 Spear per 0.2 metres of Radius",
                  "q20Line": "Creates 1 Spear per 0.2 metres of Radius",
                  "q20Short": "Creates 1 Spear per 0.2 metres of Radius",
                  "ggpkStatIds": [
                    "spear_wall_cm_per_spear"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 0.6 metres",
                  "short": "Explosion radius is 0.6 metres",
                  "maxLine": "Explosion radius is 0.6 metres",
                  "maxShort": "Explosion radius is 0.6 metres",
                  "q20Line": "Explosion radius is 0.6 metres",
                  "q20Short": "Explosion radius is 0.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/spearfield/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Hazards created by this Skill have (0 - 10)% chance to rearm after they are triggered",
                  "short": "Hazards created by this Skill have (0 - 10)% chance to rearm after they are triggered",
                  "maxLine": "Hazards created by this Skill have (0 - 10)% chance to rearm after they are triggered",
                  "maxShort": "Hazards created by this Skill have (0 - 10)% chance to rearm after they are triggered",
                  "q20Line": "Hazards created by this Skill have (0 - 10)% chance to rearm after they are triggered",
                  "q20Short": "Hazards created by this Skill have (0 - 10)% chance to rearm after they are triggered",
                  "ggpkStatIds": [
                    "hazard_rearm_%_chance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Melee",
                "Sustained",
                "Spear",
                "Hazard",
                "Duration",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "maim",
                  "label": "Maiming",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 183,
                    "end": 197,
                    "raw": "[Maim|Maiming]",
                    "leftKey": "Maim",
                    "label": "Maiming",
                    "canonicalKey": "maim",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:197",
                "baseItemId": "Metadata/Items/Gems/SkillGemSpearfield",
                "activeSkillId": "spearfield",
                "grantedEffectId": "SpearfieldPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/spearfield/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/spearfield/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressSpearField.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SpearFieldSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-969",
              "name": "Trail of Caltrops",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "HasReservation · OngoingSkill · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · GeneratesEnergy · Triggers",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e5714e3f0116ff451e5269b1.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ea6af97a18635b02a0b88608.webp",
              "description": "While active, scatters caltrops in your wake when you dodge.",
              "descriptionMarkup": "While active, scatters caltrops in your wake when you dodge.",
              "explicitMods": [
                {
                  "line": "Scatters 3 caltrops when you dodge",
                  "short": "Scatters 3 caltrops when you dodge",
                  "maxLine": "Scatters 3 caltrops when you dodge",
                  "maxShort": "Scatters 3 caltrops when you dodge",
                  "q20Line": "Scatters 3 caltrops when you dodge",
                  "q20Short": "Scatters 3 caltrops when you dodge",
                  "ggpkStatIds": [
                    "caltrops_on_dodge_X_triggers"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Caltrop radius is 0.5 metres",
                  "short": "Caltrop radius is 0.5 metres",
                  "maxLine": "Caltrop radius is 0.5 metres",
                  "maxShort": "Caltrop radius is 0.5 metres",
                  "q20Line": "Caltrop radius is 0.5 metres",
                  "q20Short": "Caltrop radius is 0.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_caltrops.csd"
                },
                {
                  "line": "Caltrop duration is 8 seconds",
                  "short": "Caltrop duration is 8 seconds",
                  "maxLine": "Caltrop duration is 8 seconds",
                  "maxShort": "Caltrop duration is 8 seconds",
                  "q20Line": "Caltrop duration is 8 seconds",
                  "q20Short": "Caltrop duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_caltrops.csd"
                },
                {
                  "line": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "short": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "maxLine": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "maxShort": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "q20Line": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "q20Short": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "ggpkStatIds": [
                    "additive_thorns_damage_modifiers_apply_to_attack_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maim on Hit",
                  "short": "Maim on Hit",
                  "maxLine": "Maim on Hit",
                  "maxShort": "Maim on Hit",
                  "q20Line": "Maim on Hit",
                  "q20Short": "Maim on Hit",
                  "ggpkStatIds": [
                    "global_maim_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(6 - 159) to (9 - 238) base Physical Damage",
                  "short": "(6 - 159) to (9 - 238) base Physical Damage",
                  "maxLine": "(6 - 159) to (9 - 238) base Physical Damage",
                  "maxShort": "(6 - 159) to (9 - 238) base Physical Damage",
                  "q20Line": "(6 - 159) to (9 - 238) base Physical Damage",
                  "q20Short": "(6 - 159) to (9 - 238) base Physical Damage",
                  "ggpkStatIds": [
                    "main_hand_weapon_minimum_physical_damage",
                    "main_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 5) to maximum number of Caltrops allowed",
                  "short": "+(0 - 5) to maximum number of Caltrops allowed",
                  "maxLine": "+(0 - 5) to maximum number of Caltrops allowed",
                  "maxShort": "+(0 - 5) to maximum number of Caltrops allowed",
                  "q20Line": "+(0 - 5) to maximum number of Caltrops allowed",
                  "q20Short": "+(0 - 5) to maximum number of Caltrops allowed",
                  "ggpkStatIds": [
                    "maximum_caltrops_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "HasReservation",
                "OngoingSkill",
                "Persistent",
                "Buff",
                "CanHaveMultipleOngoingSkillInstances",
                "GeneratesEnergy",
                "Triggers",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "none",
                "tokens": [],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:969",
                "baseItemId": "Metadata/Items/Gems/SkillGemTrailOfCaltrops",
                "activeSkillId": "trail_of_caltrops",
                "grantedEffectId": "TrailOfCaltropsPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/CaltropsOnDodgeSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/CaltropsOnDodgeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-578",
              "name": "Wild Protector",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Companion · Minion · CreatesMinion · HasReservation · Persistent · CreatesCompanion · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2b79059bc58852c9513c9b9a.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Call upon a Bear Spirit Companion to maul your foes. The Bear Spirit leaps at enemies to Maim them, Leeches Life with its slam, and periodically roars to Intimidate enemies. The Bear Spirit does not count toward your Companion limit.",
              "descriptionMarkup": "Call upon a Bear Spirit [Companion] to maul your foes. The Bear Spirit leaps at enemies to [Maim] them, [Leech|Leeches] Life with its slam, and periodically roars to [Intimidate] enemies. The Bear Spirit does not count toward your [Companion] limit.",
              "explicitMods": [],
              "qualityMods": [
                {
                  "line": "Minions have (0 - 20)% more Maximum Life",
                  "short": "Minions have (0 - 20)% more Maximum Life",
                  "maxLine": "Minions have (0 - 20)% more Maximum Life",
                  "maxShort": "Minions have (0 - 20)% more Maximum Life",
                  "q20Line": "Minions have (0 - 20)% more Maximum Life",
                  "q20Short": "Minions have (0 - 20)% more Maximum Life",
                  "ggpkStatIds": [
                    "active_skill_minion_life_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Minions deal (0 - 20)% more damage",
                  "short": "Minions deal (0 - 20)% more damage",
                  "maxLine": "Minions deal (0 - 20)% more damage",
                  "maxShort": "Minions deal (0 - 20)% more damage",
                  "q20Line": "Minions deal (0 - 20)% more damage",
                  "q20Short": "Minions deal (0 - 20)% more damage",
                  "ggpkStatIds": [
                    "active_skill_minion_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Companion",
                "Minion",
                "CreatesMinion",
                "HasReservation",
                "Persistent",
                "CreatesCompanion",
                "AttackInPlace",
                "Physical"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "maim",
                  "label": "Maim",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "leech",
                  "label": "Leeches",
                  "source": "Leech",
                  "description": "Leech recovers an amount of Life , Mana , Energy Shield , or Rage over one second, usually as a result of Hitting an enemy and based on the damage of the Hit .\nOnly one instance of Leech for each resource can provide recovery at a time.",
                  "url": "https://poe2db.tw/Leech",
                  "related": [
                    {
                      "key": "lifeleech",
                      "label": "LifeLeech",
                      "description": "When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.\nHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.\nYou can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.",
                      "url": "https://poe2db.tw/us/Life_Leech",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "manaleech",
                      "label": "ManaLeech",
                      "description": "When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.\nHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.\nYou can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.",
                      "url": "https://poe2db.tw/us/Mana_Leech",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshieldleech",
                      "label": "EnergyShieldLeech",
                      "description": "When you deal damage with a Hit , Energy Shield Leech causes you to recover an amount of Energy Shield to a percentage of the damage dealt, over a period of one second.\nHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.\nYou can only recover from a single instance of Energy Shield Leech at a time, and all Energy Shield Leech is removed when Energy Shield is filled.\nModifiers specific to Life Leech will not apply to Energy Shield Leech.",
                      "url": "https://poe2db.tw/us/Energy_Shield_Leech",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rageleech",
                      "label": "RageLeech",
                      "description": "When you deal damage with a Hit , Rage Leech causes you to recover an amount of Rage to a percentage of the damage dealt, over a period of one second.\nHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.\nYou can only recover from a single instance of Rage Leech at a time, and all Rage Leech is removed when Rage is filled.",
                      "url": "https://poe2db.tw/us/Rage_Leech",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rage",
                          "label": "Rage",
                          "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                          "url": "https://poe2db.tw/Rage",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "intimidate",
                  "label": "Intimidate",
                  "source": "Intimidate",
                  "description": "Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.",
                  "url": "https://poe2db.tw/Intimidate",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 24,
                    "end": 35,
                    "raw": "[Companion]",
                    "leftKey": "Companion",
                    "label": "Companion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 91,
                    "end": 97,
                    "raw": "[Maim]",
                    "leftKey": "Maim",
                    "label": "Maim",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 104,
                    "end": 119,
                    "raw": "[Leech|Leeches]",
                    "leftKey": "Leech",
                    "label": "Leeches",
                    "canonicalKey": "leech",
                    "resolved": true
                  },
                  {
                    "start": 166,
                    "end": 178,
                    "raw": "[Intimidate]",
                    "leftKey": "Intimidate",
                    "label": "Intimidate",
                    "canonicalKey": "intimidate",
                    "resolved": true
                  },
                  {
                    "start": 231,
                    "end": 242,
                    "raw": "[Companion]",
                    "leftKey": "Companion",
                    "label": "Companion",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Companion"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:578",
                "baseItemId": "Metadata/Items/Gem/SkillGemWildProtector",
                "activeSkillId": "wild_protector",
                "grantedEffectId": "WildProtectorPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WildspeakerBearSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-939",
              "name": "Brambleslam",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/37913dd9d83e5afa317c2ff9.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/90e69fb5f2adbe7bb23a6409.webp",
              "description": "Supports Slam Skills, making them Trigger Brambles to create Hazardous brambles which damage and Maim enemies. Does not modify Skills used by Minions or Totems.",
              "descriptionMarkup": "Supports [Slam|Slam] Skills, making them [Trigger] Brambles to create [Hazard|Hazardous] brambles which damage and [Maim] enemies. Does not modify Skills used by [Minion|Minions] or [Totem|Totems].",
              "explicitMods": [
                {
                  "line": "Supported Slams create 3 Brambles",
                  "short": "Supported Slams create 3 Brambles",
                  "maxLine": "Supported Slams create 3 Brambles",
                  "maxShort": "Supported Slams create 3 Brambles",
                  "q20Line": "Supported Slams create 3 Brambles",
                  "q20Short": "Supported Slams create 3 Brambles",
                  "ggpkStatIds": [
                    "create_X_briar_thorns_on_slam"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Bramble radius is 1 metre",
                  "short": "Bramble radius is 1 metre",
                  "maxLine": "Bramble radius is 1 metre",
                  "maxShort": "Bramble radius is 1 metre",
                  "q20Line": "Bramble radius is 1 metre",
                  "q20Short": "Bramble radius is 1 metre",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_briar_patch.csd"
                },
                {
                  "line": "Bramble duration is 8 seconds",
                  "short": "Bramble duration is 8 seconds",
                  "maxLine": "Bramble duration is 8 seconds",
                  "maxShort": "Bramble duration is 8 seconds",
                  "q20Line": "Bramble duration is 8 seconds",
                  "q20Short": "Bramble duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_briar_patch.csd"
                },
                {
                  "line": "Attack Damage of this skill is 35% of Default Attack Damage",
                  "short": "Attack Damage of this skill is 35% of Default Attack Damage",
                  "maxLine": "Attack Damage of this skill is 35% of Default Attack Damage",
                  "maxShort": "Attack Damage of this skill is 35% of Default Attack Damage",
                  "q20Line": "Attack Damage of this skill is 35% of Default Attack Damage",
                  "q20Short": "Attack Damage of this skill is 35% of Default Attack Damage",
                  "ggpkStatIds": [
                    "active_skill_has_%_standard_scaling_attack_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "short": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "maxLine": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "maxShort": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "q20Line": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "q20Short": "Increases and reductions to Thorns Damage apply to Hit Damage with this skill",
                  "ggpkStatIds": [
                    "additive_thorns_damage_modifiers_apply_to_attack_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maim on Hit",
                  "short": "Maim on Hit",
                  "maxLine": "Maim on Hit",
                  "maxShort": "Maim on Hit",
                  "q20Line": "Maim on Hit",
                  "q20Short": "Maim on Hit",
                  "ggpkStatIds": [
                    "global_maim_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxLine": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "maxShort": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Line": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "q20Short": "80% less damage if destroyed within 0.5 seconds by something other than you",
                  "ggpkStatIds": [
                    "hazard_damage_+%_final_for_first_500_ms_when_not_killed_by_self"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "50% more damage when Overgrown",
                  "short": "50% more damage when Overgrown",
                  "maxLine": "50% more damage when Overgrown",
                  "maxShort": "50% more damage when Overgrown",
                  "q20Line": "50% more damage when Overgrown",
                  "q20Short": "50% more damage when Overgrown",
                  "ggpkStatIds": [
                    "plant_skill_damage_+%_final_when_wet"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "maim",
                  "label": "Maim",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 20,
                    "raw": "[Slam|Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 41,
                    "end": 50,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 70,
                    "end": 88,
                    "raw": "[Hazard|Hazardous]",
                    "leftKey": "Hazard",
                    "label": "Hazardous",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 115,
                    "end": 121,
                    "raw": "[Maim]",
                    "leftKey": "Maim",
                    "label": "Maim",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 162,
                    "end": 178,
                    "raw": "[Minion|Minions]",
                    "leftKey": "Minion",
                    "label": "Minions",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 182,
                    "end": 196,
                    "raw": "[Totem|Totems]",
                    "leftKey": "Totem",
                    "label": "Totems",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Hazard",
                  "Minion",
                  "Slam",
                  "Totem"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:939",
                "baseItemId": "Metadata/Items/Gem/SupportGemBrambleslam",
                "activeSkillId": "",
                "grantedEffectId": "SupportBrambleslamPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/BriarpatchSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/BriarpatchSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Reduced Evasion and movement speed Slowed.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 11,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Maim",
              "Maimed"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/maimbuff-e1985b3ed746e62b.webp",
            "definitionRow": 507,
            "visualRow": 559,
            "visualId": "maim",
            "ggpkPath": "Art/2DArt/BuffIcons/MaimBuff.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "bcb61c7b7c229b9b178553a2917cc8e6f328b7e9822f35aa221a17b781b8f5af"
          }
        },
        {
          "id": "blinded",
          "title": "Blinded",
          "description": "Debuff reduces Accuracy and Evasion.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 192,
            "id": "blinded",
            "rawName": "Blinded",
            "rawDescription": "Debuff reduces [Accuracy] and [Evasion].",
            "statIds": [
              "accuracy_rating_+%_final_from_blinded",
              "evasion_rating_+%_final_from_blinded",
              "blinded"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-485",
              "name": "Black Powder Blitz",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · DodgeReplacement · Detonator · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d92bfec10f96bc5de2737ef2.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.",
              "descriptionMarkup": "Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that [Blind|Blinds] and [Ignite|Ignites] enemies in the area you escape from. The explosion will cause any [Grenade|Grenades] in its area of effect to also explode.",
              "explicitMods": [
                {
                  "line": "Blind enemies on Hit",
                  "short": "Blind enemies on Hit",
                  "maxLine": "Blind enemies on Hit",
                  "maxShort": "Blind enemies on Hit",
                  "q20Line": "Blind enemies on Hit",
                  "q20Short": "Blind enemies on Hit",
                  "ggpkStatIds": [
                    "global_chance_to_blind_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% increased Stun Threshold while using Skill",
                  "short": "100% increased Stun Threshold while using Skill",
                  "maxLine": "100% increased Stun Threshold while using Skill",
                  "maxShort": "100% increased Stun Threshold while using Skill",
                  "q20Line": "100% increased Stun Threshold while using Skill",
                  "q20Short": "100% increased Stun Threshold while using Skill",
                  "ggpkStatIds": [
                    "active_skill_stun_threshold_+%_while_performing_action"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Always Ignites",
                  "short": "Always Ignites",
                  "maxLine": "Always Ignites",
                  "maxShort": "Always Ignites",
                  "q20Line": "Always Ignites",
                  "q20Short": "Always Ignites",
                  "ggpkStatIds": [
                    "always_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "short": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "maxLine": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "maxShort": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "q20Line": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "q20Short": "Deals (15 - 521) to (28 - 967) Physical Damage",
                  "ggpkStatIds": [
                    "secondary_minimum_base_physical_damage",
                    "secondary_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "DodgeReplacement",
                "Detonator",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "blind",
                  "label": "Blinds",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignites",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "grenade",
                  "label": "Grenades",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 114,
                    "end": 128,
                    "raw": "[Blind|Blinds]",
                    "leftKey": "Blind",
                    "label": "Blinds",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 133,
                    "end": 149,
                    "raw": "[Ignite|Ignites]",
                    "leftKey": "Ignite",
                    "label": "Ignites",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 216,
                    "end": 234,
                    "raw": "[Grenade|Grenades]",
                    "leftKey": "Grenade",
                    "label": "Grenades",
                    "canonicalKey": "grenade",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:485",
                "baseItemId": "Metadata/Items/Gem/SkillGemBlackPowderBlitz",
                "activeSkillId": "black_powder_blitz_reservation",
                "grantedEffectId": "BlackPowderBlitzReservationPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ShankgonneSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-369",
              "name": "Flash Grenade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Grenade",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9873d741c842b8208c303690.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c9c3eb0b4c5bd4502be038c4.webp",
              "description": "Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.",
              "descriptionMarkup": "Fire a bouncing [Grenade] that unleashes a [Blind|Blinding], [Stun|Stunning] explosion when its fuse expires.",
              "explicitMods": [
                {
                  "line": "Explosion radius is (2.6 - 3.3) metres",
                  "short": "Explosion radius is (2.6 - 3.3) metres",
                  "maxLine": "Explosion radius is (2.6 - 3.3) metres",
                  "maxShort": "Explosion radius is (2.6 - 3.3) metres",
                  "q20Line": "Explosion radius is (2.6 - 3.3) metres",
                  "q20Short": "Explosion radius is (2.6 - 3.3) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/flash_grenade.csd"
                },
                {
                  "line": "500% more Stun buildup",
                  "short": "500% more Stun buildup",
                  "maxLine": "500% more Stun buildup",
                  "maxShort": "500% more Stun buildup",
                  "q20Line": "500% more Stun buildup",
                  "q20Short": "500% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Blinds Enemies",
                  "short": "Blinds Enemies",
                  "maxLine": "Blinds Enemies",
                  "maxShort": "Blinds Enemies",
                  "q20Line": "Blinds Enemies",
                  "q20Short": "Blinds Enemies",
                  "ggpkStatIds": [
                    "attacks_chance_to_blind_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 0.85 seconds",
                  "short": "Detonation Time is 0.85 seconds",
                  "maxLine": "Detonation Time is 0.85 seconds",
                  "maxShort": "Detonation Time is 0.85 seconds",
                  "q20Line": "Detonation Time is 0.85 seconds",
                  "q20Short": "Detonation Time is 0.85 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "ProjectileNumber",
                "ProjectileSpeed",
                "Cooldown",
                "Grenade",
                "UsableWhileMoving",
                "DetonatesAfterTime",
                "Projectile",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "grenade",
                  "label": "Grenade",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                },
                {
                  "key": "blind",
                  "label": "Blinding",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "stun",
                  "label": "Stunning",
                  "source": "Stun",
                  "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Stun",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 43,
                    "end": 59,
                    "raw": "[Blind|Blinding]",
                    "leftKey": "Blind",
                    "label": "Blinding",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 61,
                    "end": 76,
                    "raw": "[Stun|Stunning]",
                    "leftKey": "Stun",
                    "label": "Stunning",
                    "canonicalKey": "stun",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 31,
                    "end": 43,
                    "raw": "[Stun|Stuns]",
                    "leftKey": "Stun",
                    "label": "Stuns",
                    "canonicalKey": "stun",
                    "resolved": true
                  },
                  {
                    "start": 48,
                    "end": 62,
                    "raw": "[Blind|Blinds]",
                    "leftKey": "Blind",
                    "label": "Blinds",
                    "canonicalKey": "blind",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:369",
                "baseItemId": "Metadata/Items/Gem/SkillGemFlashGrenade",
                "activeSkillId": "flash_grenade",
                "grantedEffectId": "FlashGrenadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/flash_grenade.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/FlashbangGrenade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FlashbangGrenadeMercGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-253",
              "name": "His Dark Horizon",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Buff · Cooldown · Cold · InstantNoRepeatWhenHeld · InstantShiftAttackForLeftMouse · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0b7bd4e6a931c8cf19648e5d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "DNT-UNUSED Create a storm of deathly energies that Empowers your Mana-costing Spells with Cold damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled Ground. Enemies that enter the eye of the storm are Blinded. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled Ground.",
              "descriptionMarkup": "[DNT-UNUSED] Create a storm of deathly energies that [Empowered|Empowers] your Mana-costing [Spell|Spells] with [Cold] damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding [ChilledGround|Chilled Ground]. Enemies that enter the eye of the storm are [Blinded]. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the [ChilledGround|Chilled Ground].",
              "explicitMods": [
                {
                  "line": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "short": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "maxLine": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "maxShort": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "q20Line": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "q20Short": "30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second",
                  "ggpkStatIds": [
                    "mana_tempest_mana_cost_%_to_add_to_cost_per_second"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_0.csd"
                },
                {
                  "line": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "short": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "maxLine": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "maxShort": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "q20Line": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "q20Short": "Empowered Spells Gain (40 - 78)% of damage as Cold Damage",
                  "ggpkStatIds": [
                    "non_skill_base_all_damage_%_to_gain_as_cold_with_spells_from_buff"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "short": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "maxLine": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "maxShort": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "q20Line": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "q20Short": "Empowered Spells Gain 0% of damage as Lightning Damage",
                  "ggpkStatIds": [
                    "non_skill_base_all_damage_%_to_gain_as_lightning_with_spells_from_buff",
                    "quality_display_mana_tempest_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "short": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "maxLine": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "maxShort": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "q20Line": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "q20Short": "Deals (13 - 394) to (20 - 591) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_1.csd"
                },
                {
                  "line": "Chilled Ground radius is 2 metres",
                  "short": "Chilled Ground radius is 2 metres",
                  "maxLine": "Chilled Ground radius is 2 metres",
                  "maxShort": "Chilled Ground radius is 2 metres",
                  "q20Line": "Chilled Ground radius is 2 metres",
                  "q20Short": "Chilled Ground radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_tertiary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_1.csd"
                },
                {
                  "line": "Does not Hit, but Chills enemies as though Hitting them",
                  "short": "Does not Hit, but Chills enemies as though Hitting them",
                  "maxLine": "Does not Hit, but Chills enemies as though Hitting them",
                  "maxShort": "Does not Hit, but Chills enemies as though Hitting them",
                  "q20Line": "Does not Hit, but Chills enemies as though Hitting them",
                  "q20Short": "Does not Hit, but Chills enemies as though Hitting them",
                  "ggpkStatIds": [
                    "display_fake_attack_hit_chill"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "short": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "maxLine": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "maxShort": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "q20Line": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "q20Short": "Gains +20% more Radius per second, up to a maximum of +200%",
                  "ggpkStatIds": [
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second",
                    "active_skill_ground_effect_area_of_effect_+%_final_per_second_max",
                    "quality_display_active_skill_ground_effect_area_of_effect_+%_final_per_second_max_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "short": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "maxLine": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "maxShort": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "q20Line": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "q20Short": "Deals (14 - 447) to (21 - 671) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_2.csd"
                },
                {
                  "line": "(40 - 59)% more Freeze Buildup",
                  "short": "(40 - 59)% more Freeze Buildup",
                  "maxLine": "(40 - 59)% more Freeze Buildup",
                  "maxShort": "(40 - 59)% more Freeze Buildup",
                  "q20Line": "(40 - 59)% more Freeze Buildup",
                  "q20Short": "(40 - 59)% more Freeze Buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_freeze_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Spell",
                "Buff",
                "Cooldown",
                "Cold",
                "InstantNoRepeatWhenHeld",
                "InstantShiftAttackForLeftMouse",
                "UsableWhileMoving",
                "EmpowersOtherSkill",
                "Area",
                "Storm"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "empowered",
                  "label": "Empowers",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "chilled_ground",
                  "label": "Chilled Ground",
                  "source": "Chilled_Ground",
                  "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                  "url": "https://poe2db.tw/Chilled_Ground",
                  "related": [
                    {
                      "key": "chill",
                      "label": "Chill",
                      "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                      "url": "https://poe2db.tw/Chill",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "blind",
                  "label": "Blinded",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[DNT-UNUSED]",
                    "leftKey": "DNT-UNUSED",
                    "label": "DNT-UNUSED",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 53,
                    "end": 73,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 92,
                    "end": 106,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 112,
                    "end": 118,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 300,
                    "end": 330,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 376,
                    "end": 385,
                    "raw": "[Blinded]",
                    "leftKey": "Blinded",
                    "label": "Blinded",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 500,
                    "end": 530,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[DNT-UNUSED]",
                    "leftKey": "DNT-UNUSED",
                    "label": "DNT-UNUSED",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 13,
                    "end": 33,
                    "raw": "[Empowered|Empowers]",
                    "leftKey": "Empowered",
                    "label": "Empowers",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 53,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 76,
                    "end": 106,
                    "raw": "[ChilledGround|Chilled Ground]",
                    "leftKey": "ChilledGround",
                    "label": "Chilled Ground",
                    "canonicalKey": "chilled_ground",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "DNT-UNUSED",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:253",
                "baseItemId": "Metadata/Items/Gems/SkillGemDarkTempest",
                "activeSkillId": "dark_tempest",
                "grantedEffectId": "DarkTempestPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/dark_tempest/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DarkTempest.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-375",
              "name": "Staggering Palm",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Physical · MeleeSingleTarget · Duration · Palm · Buff",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/33c3ca71c6e30580eb35c163.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a87ac6ab16a055668c90aa6e.webp",
              "description": "Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.",
              "descriptionMarkup": "Dash to an enemy and [Strike] them, instantly [HeavyStun|Heavily Stunning] enemies which are [PrimedStun|Primed for Stun] and performing additional dashing [Strike|Strikes] to other [PrimedStun|Primed] targets in range if your first target was [HeavyStun|Stunned]. [HeavyStun|Heavy Stunning] an enemy with this Skill grants you a [Buff] that causes your [Quarterstaff] [Attack|Attacks] to also fire [Projectile|Projectiles] for a short duration. [HeavyStun|Heavy Stunning] additional enemies adds to the [Buff]'s duration.",
              "explicitMods": [
                {
                  "line": "Buff duration is 7.5 seconds",
                  "short": "Buff duration is 7.5 seconds",
                  "maxLine": "Buff duration is 7.5 seconds",
                  "maxShort": "Buff duration is 7.5 seconds",
                  "q20Line": "Buff duration is 7.5 seconds",
                  "q20Short": "Buff duration is 7.5 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/staggering_palm.csd"
                },
                {
                  "line": "Maximum Buff duration is 30 seconds",
                  "short": "Maximum Buff duration is 30 seconds",
                  "maxLine": "Maximum Buff duration is 30 seconds",
                  "maxShort": "Maximum Buff duration is 30 seconds",
                  "q20Line": "Maximum Buff duration is 30 seconds",
                  "q20Short": "Maximum Buff duration is 30 seconds",
                  "ggpkStatIds": [
                    "staggering_palm_buff_max_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/staggering_palm.csd"
                },
                {
                  "line": "Can't be Evaded",
                  "short": "Can't be Evaded",
                  "maxLine": "Can't be Evaded",
                  "maxShort": "Can't be Evaded",
                  "q20Line": "Can't be Evaded",
                  "q20Short": "Can't be Evaded",
                  "ggpkStatIds": [
                    "global_always_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Dashes and Strikes additional valid targets",
                  "short": "Dashes and Strikes additional valid targets",
                  "maxLine": "Dashes and Strikes additional valid targets",
                  "maxShort": "Dashes and Strikes additional valid targets",
                  "q20Line": "Dashes and Strikes additional valid targets",
                  "q20Short": "Dashes and Strikes additional valid targets",
                  "ggpkStatIds": [
                    "skill_can_flicker"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 40)% chance to Blind Enemies",
                  "short": "(0 - 40)% chance to Blind Enemies",
                  "maxLine": "(0 - 40)% chance to Blind Enemies",
                  "maxShort": "(0 - 40)% chance to Blind Enemies",
                  "q20Line": "(0 - 40)% chance to Blind Enemies",
                  "q20Short": "(0 - 40)% chance to Blind Enemies",
                  "ggpkStatIds": [
                    "attacks_chance_to_blind_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Physical",
                "MeleeSingleTarget",
                "Duration",
                "Palm",
                "Buff",
                "Melee"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "heavy_stun",
                  "label": "Heavily Stunning",
                  "source": "Heavy_Stun",
                  "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Heavy_Stun",
                  "related": [
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pinned",
                          "label": "Pinned",
                          "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                          "url": "https://poe2db.tw/Pinned",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "primedstun",
                  "label": "Primed for Stun",
                  "source": "PrimedStun",
                  "description": "Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.",
                  "url": "https://poe2db.tw/us/Primed_for_Stun",
                  "related": [
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "quarterstaff",
                  "label": "Quarterstaff",
                  "source": "Quarterstaff",
                  "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                  "url": "https://poe2db.tw/us/Quarterstaves",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "intelligence",
                      "label": "Intelligence",
                      "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Intelligence",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 21,
                    "end": 29,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 46,
                    "end": 74,
                    "raw": "[HeavyStun|Heavily Stunning]",
                    "leftKey": "HeavyStun",
                    "label": "Heavily Stunning",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 93,
                    "end": 121,
                    "raw": "[PrimedStun|Primed for Stun]",
                    "leftKey": "PrimedStun",
                    "label": "Primed for Stun",
                    "canonicalKey": "primedstun",
                    "resolved": true
                  },
                  {
                    "start": 156,
                    "end": 172,
                    "raw": "[Strike|Strikes]",
                    "leftKey": "Strike",
                    "label": "Strikes",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 182,
                    "end": 201,
                    "raw": "[PrimedStun|Primed]",
                    "leftKey": "PrimedStun",
                    "label": "Primed",
                    "canonicalKey": "primedstun",
                    "resolved": true
                  },
                  {
                    "start": 244,
                    "end": 263,
                    "raw": "[HeavyStun|Stunned]",
                    "leftKey": "HeavyStun",
                    "label": "Stunned",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 265,
                    "end": 291,
                    "raw": "[HeavyStun|Heavy Stunning]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stunning",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 330,
                    "end": 336,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 354,
                    "end": 368,
                    "raw": "[Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  },
                  {
                    "start": 369,
                    "end": 385,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 399,
                    "end": 423,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 446,
                    "end": 472,
                    "raw": "[HeavyStun|Heavy Stunning]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stunning",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 504,
                    "end": 510,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 70,
                    "end": 93,
                    "raw": "[HeavyStun|Heavy Stuns]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stuns",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:375",
                "baseItemId": "Metadata/Items/Gems/SkillGemStaggeringPalm",
                "activeSkillId": "staggering_palm",
                "grantedEffectId": "StaggeringPalmPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/staggering_palm.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkWindPalm.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WindPalmSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-432",
              "name": "Twister",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Duration · Spear · Projectile · Barrageable · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/415bafeb0af8504a784b1afd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/46534f3d7735cfe28473cb92.webp",
              "description": "Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.",
              "descriptionMarkup": "Whip up a twister with a flick of your [Spear]. The twister moves forward erratically, [Blind|Blinding] and repeatedly [Hit|Hitting] enemies within. If a twister touches a [Whirlwind] from your other skills, it Consumes the [Whirlwind] to create additional twisters that deal more damage. Passing over [ElementalGround|Elemental Ground Surfaces] or Consuming an elemental [Whirlwind] will grant twisters extra damage of that element.",
              "explicitMods": [
                {
                  "line": "Twister radius is 0.5 metres",
                  "short": "Twister radius is 0.5 metres",
                  "maxLine": "Twister radius is 0.5 metres",
                  "maxShort": "Twister radius is 0.5 metres",
                  "q20Line": "Twister radius is 0.5 metres",
                  "q20Short": "Twister radius is 0.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/twister.csd"
                },
                {
                  "line": "Twister duration is 3 seconds",
                  "short": "Twister duration is 3 seconds",
                  "maxLine": "Twister duration is 3 seconds",
                  "maxShort": "Twister duration is 3 seconds",
                  "q20Line": "Twister duration is 3 seconds",
                  "q20Short": "Twister duration is 3 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/twister.csd"
                },
                {
                  "line": "Consumes Whirlwinds to create an additional twister and deal 80% more damage per Whirlwind stage",
                  "short": "Consumes Whirlwinds to create an additional twister and deal 80% more damage per Whirlwind stage",
                  "maxLine": "Consumes Whirlwinds to create an additional twister and deal 80% more damage per Whirlwind stage",
                  "maxShort": "Consumes Whirlwinds to create an additional twister and deal 80% more damage per Whirlwind stage",
                  "q20Line": "Consumes Whirlwinds to create an additional twister and deal 80% more damage per Whirlwind stage",
                  "q20Short": "Consumes Whirlwinds to create an additional twister and deal 80% more damage per Whirlwind stage",
                  "ggpkStatIds": [
                    "twister_damage_+%_final_per_whirling_slash_stage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/twister.csd"
                },
                {
                  "line": "Elemental twisters Gain 50% of damage as damage of the corresponding Type",
                  "short": "Elemental twisters Gain 50% of damage as damage of the corresponding Type",
                  "maxLine": "Elemental twisters Gain 50% of damage as damage of the corresponding Type",
                  "maxShort": "Elemental twisters Gain 50% of damage as damage of the corresponding Type",
                  "q20Line": "Elemental twisters Gain 50% of damage as damage of the corresponding Type",
                  "q20Short": "Elemental twisters Gain 50% of damage as damage of the corresponding Type",
                  "ggpkStatIds": [
                    "twister_gain_%_elemental_damage_of_corresponding_type"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/twister.csd"
                },
                {
                  "line": "Twisters fired at the same time can Hit the same target no more than once every 0.66 seconds",
                  "short": "Twisters fired at the same time can Hit the same target no more than once every 0.66 seconds",
                  "maxLine": "Twisters fired at the same time can Hit the same target no more than once every 0.66 seconds",
                  "maxShort": "Twisters fired at the same time can Hit the same target no more than once every 0.66 seconds",
                  "q20Line": "Twisters fired at the same time can Hit the same target no more than once every 0.66 seconds",
                  "q20Short": "Twisters fired at the same time can Hit the same target no more than once every 0.66 seconds",
                  "ggpkStatIds": [
                    "twister_hit_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/twister.csd"
                },
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Blinds Enemies",
                  "short": "Blinds Enemies",
                  "maxLine": "Blinds Enemies",
                  "maxShort": "Blinds Enemies",
                  "q20Line": "Blinds Enemies",
                  "q20Short": "Blinds Enemies",
                  "ggpkStatIds": [
                    "attacks_chance_to_blind_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% chance for an additional twister",
                  "short": "(0 - 20)% chance for an additional twister",
                  "maxLine": "(0 - 20)% chance for an additional twister",
                  "maxShort": "(0 - 20)% chance for an additional twister",
                  "q20Line": "(0 - 20)% chance for an additional twister",
                  "q20Short": "(0 - 20)% chance for an additional twister",
                  "ggpkStatIds": [
                    "twister_%_chance_for_additional_twister"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/twister.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Duration",
                "Spear",
                "Projectile",
                "Barrageable",
                "UsableWhileMoving",
                "RangedAttack",
                "CannotTerrainChain",
                "Wind",
                "InteractsWithElementalGround",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "blind",
                  "label": "Blinding",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hitting",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "whirlwind",
                  "label": "Whirlwind",
                  "source": "Whirlwind",
                  "description": "Whirlwinds Blind and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.\nTrying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.\nA Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.",
                  "url": "https://poe2db.tw/us/Whirlwinds",
                  "related": [
                    {
                      "key": "blind",
                      "label": "Blind",
                      "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                      "url": "https://poe2db.tw/Blind",
                      "related": [
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "knockback",
                      "label": "Knockback",
                      "description": "Knockback pushes Enemies away when Hit .",
                      "url": "https://poe2db.tw/Knockback",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "elementalground",
                      "label": "ElementalGround",
                      "description": "Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .",
                      "url": "https://poe2db.tw/us/Elemental_Ground_Surfaces",
                      "related": [
                        {
                          "key": "shockedground",
                          "label": "ShockedGround",
                          "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                          "url": "https://poe2db.tw/us/Shocked_Ground",
                          "related": [
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chilledground",
                          "label": "ChilledGround",
                          "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                          "url": "https://poe2db.tw/us/Chilled_Ground",
                          "related": [
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elementalground",
                  "label": "Elemental Ground Surfaces",
                  "source": "ElementalGround",
                  "description": "Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .",
                  "url": "https://poe2db.tw/us/Elemental_Ground_Surfaces",
                  "related": [
                    {
                      "key": "shockedground",
                      "label": "ShockedGround",
                      "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                      "url": "https://poe2db.tw/us/Shocked_Ground",
                      "related": [
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chilledground",
                      "label": "ChilledGround",
                      "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                      "url": "https://poe2db.tw/us/Chilled_Ground",
                      "related": [
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 39,
                    "end": 46,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 103,
                    "raw": "[Blind|Blinding]",
                    "leftKey": "Blind",
                    "label": "Blinding",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 119,
                    "end": 132,
                    "raw": "[Hit|Hitting]",
                    "leftKey": "Hit",
                    "label": "Hitting",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 172,
                    "end": 183,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  },
                  {
                    "start": 224,
                    "end": 235,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  },
                  {
                    "start": 302,
                    "end": 345,
                    "raw": "[ElementalGround|Elemental Ground Surfaces]",
                    "leftKey": "ElementalGround",
                    "label": "Elemental Ground Surfaces",
                    "canonicalKey": "elementalground",
                    "resolved": true
                  },
                  {
                    "start": 372,
                    "end": 383,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  },
                  {
                    "start": 39,
                    "end": 46,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:432",
                "baseItemId": "Metadata/Items/Gem/SkillGemTwister",
                "activeSkillId": "twister",
                "grantedEffectId": "TwisterPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/twister.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/TwisterSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/TwisterSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-196",
              "name": "Whirling Slash",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · MeleeSingleTarget · GainsStages · Spear · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c1059cf2a19388c62f4082da.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6b2e3c022e1711c348a1f94d.webp",
              "description": "Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.",
              "descriptionMarkup": "Perform a circular slash that kicks up a [Whirlwind] around you, [Slow|Slowing] enemies and [Blind|Blinding] them in its area of effect. Leaving the area collapses the storm, dealing damage and causing [Knockback].",
              "explicitMods": [
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Whirlwind radius is 1.8 metres",
                  "short": "Whirlwind radius is 1.8 metres",
                  "maxLine": "Whirlwind radius is 1.8 metres",
                  "maxShort": "Whirlwind radius is 1.8 metres",
                  "q20Line": "Whirlwind radius is 1.8 metres",
                  "q20Short": "Whirlwind radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirling_slash.csd"
                },
                {
                  "line": "+0.3m to Radius per additional stage",
                  "short": "+0.3m to Radius per additional stage",
                  "maxLine": "+0.3m to Radius per additional stage",
                  "maxShort": "+0.3m to Radius per additional stage",
                  "q20Line": "+0.3m to Radius per additional stage",
                  "q20Short": "+0.3m to Radius per additional stage",
                  "ggpkStatIds": [
                    "sandstorm_swipe_storm_radius_+_per_stage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirling_slash.csd"
                },
                {
                  "line": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "short": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "maxLine": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "maxShort": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "q20Line": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "q20Short": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "ggpkStatIds": [
                    "windstorm_gain_all_damage_%_as_corresponding_element_if_empowered"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirling_slash.csd"
                },
                {
                  "line": "Slows enemy movement speed by 30%",
                  "short": "Slows enemy movement speed by 30%",
                  "maxLine": "Slows enemy movement speed by 30%",
                  "maxShort": "Slows enemy movement speed by 30%",
                  "q20Line": "Slows enemy movement speed by 30%",
                  "q20Short": "Slows enemy movement speed by 30%",
                  "ggpkStatIds": [
                    "active_skill_base_slow_debuff_movement_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maximum 3 stages",
                  "short": "Maximum 3 stages",
                  "maxLine": "Maximum 3 stages",
                  "maxShort": "Maximum 3 stages",
                  "q20Line": "Maximum 3 stages",
                  "q20Short": "Maximum 3 stages",
                  "ggpkStatIds": [
                    "sandstorm_swipe_max_stages"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Collapse deals 150% more damage per additional stage",
                  "short": "Collapse deals 150% more damage per additional stage",
                  "maxLine": "Collapse deals 150% more damage per additional stage",
                  "maxShort": "Collapse deals 150% more damage per additional stage",
                  "q20Line": "Collapse deals 150% more damage per additional stage",
                  "q20Short": "Collapse deals 150% more damage per additional stage",
                  "ggpkStatIds": [
                    "sandstorm_swipe_storm_damage_+%_final_per_stage",
                    "quality_display_sandstorm_swipe_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "10% more Knockback distance per stage",
                  "short": "10% more Knockback distance per stage",
                  "maxLine": "10% more Knockback distance per stage",
                  "maxShort": "10% more Knockback distance per stage",
                  "q20Line": "10% more Knockback distance per stage",
                  "q20Short": "10% more Knockback distance per stage",
                  "ggpkStatIds": [
                    "whirling_slash_knockback_distance_+%_final_per_stage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Collapse deals (0 - 40)% more damage per additional stage",
                  "short": "Collapse deals (0 - 40)% more damage per additional stage",
                  "maxLine": "Collapse deals (0 - 40)% more damage per additional stage",
                  "maxShort": "Collapse deals (0 - 40)% more damage per additional stage",
                  "q20Line": "Collapse deals (0 - 40)% more damage per additional stage",
                  "q20Short": "Collapse deals (0 - 40)% more damage per additional stage",
                  "ggpkStatIds": [
                    "sandstorm_swipe_storm_damage_+%_final_per_stage",
                    "quality_display_sandstorm_swipe_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "MeleeSingleTarget",
                "GainsStages",
                "Spear",
                "AttackInPlace",
                "Wind",
                "InteractsWithElementalGround"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "whirlwind",
                  "label": "Whirlwind",
                  "source": "Whirlwind",
                  "description": "Whirlwinds Blind and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.\nTrying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.\nA Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.",
                  "url": "https://poe2db.tw/us/Whirlwinds",
                  "related": [
                    {
                      "key": "blind",
                      "label": "Blind",
                      "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                      "url": "https://poe2db.tw/Blind",
                      "related": [
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "knockback",
                      "label": "Knockback",
                      "description": "Knockback pushes Enemies away when Hit .",
                      "url": "https://poe2db.tw/Knockback",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "elementalground",
                      "label": "ElementalGround",
                      "description": "Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .",
                      "url": "https://poe2db.tw/us/Elemental_Ground_Surfaces",
                      "related": [
                        {
                          "key": "shockedground",
                          "label": "ShockedGround",
                          "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                          "url": "https://poe2db.tw/us/Shocked_Ground",
                          "related": [
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chilledground",
                          "label": "ChilledGround",
                          "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                          "url": "https://poe2db.tw/us/Chilled_Ground",
                          "related": [
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "slow",
                  "label": "Slowing",
                  "source": "Slow",
                  "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                  "url": "https://poe2db.tw/Slow",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "blind",
                  "label": "Blinding",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "knockback",
                  "label": "Knockback",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 41,
                    "end": 52,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  },
                  {
                    "start": 65,
                    "end": 79,
                    "raw": "[Slow|Slowing]",
                    "leftKey": "Slow",
                    "label": "Slowing",
                    "canonicalKey": "slow",
                    "resolved": true
                  },
                  {
                    "start": 92,
                    "end": 108,
                    "raw": "[Blind|Blinding]",
                    "leftKey": "Blind",
                    "label": "Blinding",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 202,
                    "end": 213,
                    "raw": "[Knockback]",
                    "leftKey": "Knockback",
                    "label": "Knockback",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 21,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:196",
                "baseItemId": "Metadata/Items/Gems/SkillGemWhirlingSlash",
                "activeSkillId": "whirling_slash",
                "grantedEffectId": "WhirlingSlashPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/whirling_slash.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HuntressWhirlingSlash.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WhirlingSlashSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-953",
              "name": "Whirlwind Lance",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Projectile · ProjectileSpeed · ProjectilesFromUser · Area · UsableWhileMoving",
              "levelRequirement": 42,
              "requirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 42,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6a129c697f1dc331b18daa1d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/20db7f2ed3e054371d13ff2c.webp",
              "description": "Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.",
              "descriptionMarkup": "Throw a [Spear] with enough force to kick up a [Whirlwind] where it lands, [Slow|Slowing] enemies and [Blind|Blinding] them in its area of effect. Entering the [Whirlwind] collapses it, dealing damage and causing [Knockback]. Consumes a [Charges|Frenzy Charge] if possible to create the [Whirlwind] with one more than its normal maximum number of stages.",
              "explicitMods": [
                {
                  "line": "Collapse deals Melee damage",
                  "short": "Collapse deals Melee damage",
                  "maxLine": "Collapse deals Melee damage",
                  "maxShort": "Collapse deals Melee damage",
                  "q20Line": "Collapse deals Melee damage",
                  "q20Short": "Collapse deals Melee damage",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirlwind_lance.csd"
                },
                {
                  "line": "Whirlwind radius is 1.8 metres",
                  "short": "Whirlwind radius is 1.8 metres",
                  "maxLine": "Whirlwind radius is 1.8 metres",
                  "maxShort": "Whirlwind radius is 1.8 metres",
                  "q20Line": "Whirlwind radius is 1.8 metres",
                  "q20Short": "Whirlwind radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirlwind_lance.csd"
                },
                {
                  "line": "Whirlwind duration is 15 seconds",
                  "short": "Whirlwind duration is 15 seconds",
                  "maxLine": "Whirlwind duration is 15 seconds",
                  "maxShort": "Whirlwind duration is 15 seconds",
                  "q20Line": "Whirlwind duration is 15 seconds",
                  "q20Short": "Whirlwind duration is 15 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirlwind_lance.csd"
                },
                {
                  "line": "+0.3m to Radius per additional stage",
                  "short": "+0.3m to Radius per additional stage",
                  "maxLine": "+0.3m to Radius per additional stage",
                  "maxShort": "+0.3m to Radius per additional stage",
                  "q20Line": "+0.3m to Radius per additional stage",
                  "q20Short": "+0.3m to Radius per additional stage",
                  "ggpkStatIds": [
                    "sandstorm_swipe_storm_radius_+_per_stage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirlwind_lance.csd"
                },
                {
                  "line": "Limit 6 Whirlwinds",
                  "short": "Limit 6 Whirlwinds",
                  "maxLine": "Limit 6 Whirlwinds",
                  "maxShort": "Limit 6 Whirlwinds",
                  "q20Line": "Limit 6 Whirlwinds",
                  "q20Short": "Limit 6 Whirlwinds",
                  "ggpkStatIds": [
                    "windstorm_base_maximum_number_of_storms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirlwind_lance.csd"
                },
                {
                  "line": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "short": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "maxLine": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "maxShort": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "q20Line": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "q20Short": "Elemental Whirlwinds Gain 50% of damage as damage of the corresponding Type",
                  "ggpkStatIds": [
                    "windstorm_gain_all_damage_%_as_corresponding_element_if_empowered"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/whirlwind_lance.csd"
                },
                {
                  "line": "Slows enemy movement speed by 30%",
                  "short": "Slows enemy movement speed by 30%",
                  "maxLine": "Slows enemy movement speed by 30%",
                  "maxShort": "Slows enemy movement speed by 30%",
                  "q20Line": "Slows enemy movement speed by 30%",
                  "q20Short": "Slows enemy movement speed by 30%",
                  "ggpkStatIds": [
                    "active_skill_base_slow_debuff_movement_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maximum 3 stages",
                  "short": "Maximum 3 stages",
                  "maxLine": "Maximum 3 stages",
                  "maxShort": "Maximum 3 stages",
                  "q20Line": "Maximum 3 stages",
                  "q20Short": "Maximum 3 stages",
                  "ggpkStatIds": [
                    "sandstorm_swipe_max_stages"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Collapse deals 150% more damage per additional stage",
                  "short": "Collapse deals 150% more damage per additional stage",
                  "maxLine": "Collapse deals 150% more damage per additional stage",
                  "maxShort": "Collapse deals 150% more damage per additional stage",
                  "q20Line": "Collapse deals 150% more damage per additional stage",
                  "q20Short": "Collapse deals 150% more damage per additional stage",
                  "ggpkStatIds": [
                    "sandstorm_swipe_storm_damage_+%_final_per_stage",
                    "quality_display_sandstorm_swipe_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "10% more Knockback distance per stage",
                  "short": "10% more Knockback distance per stage",
                  "maxLine": "10% more Knockback distance per stage",
                  "maxShort": "10% more Knockback distance per stage",
                  "q20Line": "10% more Knockback distance per stage",
                  "q20Short": "10% more Knockback distance per stage",
                  "ggpkStatIds": [
                    "whirling_slash_knockback_distance_+%_final_per_stage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "base_knockback_distance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Collapse deals (0 - 40)% more damage per additional stage",
                  "short": "Collapse deals (0 - 40)% more damage per additional stage",
                  "maxLine": "Collapse deals (0 - 40)% more damage per additional stage",
                  "maxShort": "Collapse deals (0 - 40)% more damage per additional stage",
                  "q20Line": "Collapse deals (0 - 40)% more damage per additional stage",
                  "q20Short": "Collapse deals (0 - 40)% more damage per additional stage",
                  "ggpkStatIds": [
                    "sandstorm_swipe_storm_damage_+%_final_per_stage",
                    "quality_display_sandstorm_swipe_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Projectile",
                "ProjectileSpeed",
                "ProjectilesFromUser",
                "Area",
                "UsableWhileMoving",
                "Limit",
                "Barrageable",
                "Spear",
                "UsableWhileMounted",
                "Duration",
                "ConsumesCharges",
                "SkillConsumesFrenzyChargesOnUse",
                "Wind",
                "InteractsWithElementalGround",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "whirlwind",
                  "label": "Whirlwind",
                  "source": "Whirlwind",
                  "description": "Whirlwinds Blind and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.\nTrying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.\nA Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.",
                  "url": "https://poe2db.tw/us/Whirlwinds",
                  "related": [
                    {
                      "key": "blind",
                      "label": "Blind",
                      "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                      "url": "https://poe2db.tw/Blind",
                      "related": [
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "knockback",
                      "label": "Knockback",
                      "description": "Knockback pushes Enemies away when Hit .",
                      "url": "https://poe2db.tw/Knockback",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "elementalground",
                      "label": "ElementalGround",
                      "description": "Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .",
                      "url": "https://poe2db.tw/us/Elemental_Ground_Surfaces",
                      "related": [
                        {
                          "key": "shockedground",
                          "label": "ShockedGround",
                          "description": "Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.",
                          "url": "https://poe2db.tw/us/Shocked_Ground",
                          "related": [
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chilledground",
                          "label": "ChilledGround",
                          "description": "Chilled Ground Chills those standing in it, and lasts 6 seconds by default.",
                          "url": "https://poe2db.tw/us/Chilled_Ground",
                          "related": [
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "slow",
                  "label": "Slowing",
                  "source": "Slow",
                  "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                  "url": "https://poe2db.tw/Slow",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "blind",
                  "label": "Blinding",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "knockback",
                  "label": "Knockback",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 8,
                    "end": 15,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 47,
                    "end": 58,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  },
                  {
                    "start": 75,
                    "end": 89,
                    "raw": "[Slow|Slowing]",
                    "leftKey": "Slow",
                    "label": "Slowing",
                    "canonicalKey": "slow",
                    "resolved": true
                  },
                  {
                    "start": 102,
                    "end": 118,
                    "raw": "[Blind|Blinding]",
                    "leftKey": "Blind",
                    "label": "Blinding",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 160,
                    "end": 171,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  },
                  {
                    "start": 213,
                    "end": 224,
                    "raw": "[Knockback]",
                    "leftKey": "Knockback",
                    "label": "Knockback",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 237,
                    "end": 260,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 287,
                    "end": 298,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  },
                  {
                    "start": 8,
                    "end": 15,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 47,
                    "end": 58,
                    "raw": "[Whirlwind]",
                    "leftKey": "Whirlwind",
                    "label": "Whirlwind",
                    "canonicalKey": "whirlwind",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:953",
                "baseItemId": "Metadata/Items/Gem/SkillGemWhirlwindLance",
                "activeSkillId": "whirlwind_lance",
                "grantedEffectId": "WhirlwindLancePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/whirlwind_lance.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WindstormLanceSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WindstormLanceSkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1088",
              "name": "Accelerated Growth II",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1808f782fc3bf48fae300019.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fc8274017181d1d132c83f2d.webp",
              "description": "Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown, Blinding enemies Hit.",
              "descriptionMarkup": "Supports [Plant] Skills, causing them to [Trigger] an explosion after they have been [Plant|Overgrown], [Blind|Blinding] enemies [Hit].",
              "explicitMods": [
                {
                  "line": "Triggers Accelerated Growth on Overgrowing Plants created by Supported Skills",
                  "short": "Triggers Accelerated Growth on Overgrowing Plants created by Supported Skills",
                  "maxLine": "Triggers Accelerated Growth on Overgrowing Plants created by Supported Skills",
                  "maxShort": "Triggers Accelerated Growth on Overgrowing Plants created by Supported Skills",
                  "q20Line": "Triggers Accelerated Growth on Overgrowing Plants created by Supported Skills",
                  "q20Short": "Triggers Accelerated Growth on Overgrowing Plants created by Supported Skills",
                  "ggpkStatIds": [
                    "support_explosive_growth_trigger_explosion_on_plant_growth"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Deals (4 - 111) to (6 - 167) Physical Damage",
                  "short": "Deals (4 - 111) to (6 - 167) Physical Damage",
                  "maxLine": "Deals (4 - 111) to (6 - 167) Physical Damage",
                  "maxShort": "Deals (4 - 111) to (6 - 167) Physical Damage",
                  "q20Line": "Deals (4 - 111) to (6 - 167) Physical Damage",
                  "q20Short": "Deals (4 - 111) to (6 - 167) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_explosive_growth.csd"
                },
                {
                  "line": "Explosion radius is 1.8 metres",
                  "short": "Explosion radius is 1.8 metres",
                  "maxLine": "Explosion radius is 1.8 metres",
                  "maxShort": "Explosion radius is 1.8 metres",
                  "q20Line": "Explosion radius is 1.8 metres",
                  "q20Short": "Explosion radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_explosive_growth.csd"
                },
                {
                  "line": "Explosion occurs after 1.2 seconds",
                  "short": "Explosion occurs after 1.2 seconds",
                  "maxLine": "Explosion occurs after 1.2 seconds",
                  "maxShort": "Explosion occurs after 1.2 seconds",
                  "q20Line": "Explosion occurs after 1.2 seconds",
                  "q20Short": "Explosion occurs after 1.2 seconds",
                  "ggpkStatIds": [
                    "support_explosive_growth_explosion_delay_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_explosive_growth.csd"
                },
                {
                  "line": "Blind enemies on Hit",
                  "short": "Blind enemies on Hit",
                  "maxLine": "Blind enemies on Hit",
                  "maxShort": "Blind enemies on Hit",
                  "q20Line": "Blind enemies on Hit",
                  "q20Short": "Blind enemies on Hit",
                  "ggpkStatIds": [
                    "global_chance_to_blind_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "plant_skills_and_overgrowth",
                  "label": "Plant",
                  "source": "Plant_Skills_and_Overgrowth",
                  "description": "Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.",
                  "url": "https://poe2db.tw/Plant_Skills_and_Overgrowth",
                  "related": []
                },
                {
                  "key": "triggered_skills",
                  "label": "Trigger",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "blind",
                  "label": "Blinding",
                  "source": "Blind",
                  "description": "Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Blind",
                  "related": [
                    {
                      "key": "accuracy",
                      "label": "Accuracy",
                      "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                      "url": "https://poe2db.tw/Accuracy",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 9,
                    "end": 16,
                    "raw": "[Plant]",
                    "leftKey": "Plant",
                    "label": "Plant",
                    "canonicalKey": "plant_skills_and_overgrowth",
                    "resolved": true
                  },
                  {
                    "start": 41,
                    "end": 50,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 85,
                    "end": 102,
                    "raw": "[Plant|Overgrown]",
                    "leftKey": "Plant",
                    "label": "Overgrown",
                    "canonicalKey": "plant_skills_and_overgrowth",
                    "resolved": true
                  },
                  {
                    "start": 104,
                    "end": 120,
                    "raw": "[Blind|Blinding]",
                    "leftKey": "Blind",
                    "label": "Blinding",
                    "canonicalKey": "blind",
                    "resolved": true
                  },
                  {
                    "start": 129,
                    "end": 134,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1088",
                "baseItemId": "Metadata/Items/Gems/SupportGemExplosiveGrowthTwo",
                "activeSkillId": "",
                "grantedEffectId": "SupportExplosiveGrowthPlayerTwo",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ExplosiveGrowth.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ExplosiveGrowthSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Debuff reduces Accuracy and Evasion.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 12,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Blind",
              "Blinded"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/buffblinded-214a2ca7dea05ff0.webp",
            "definitionRow": 192,
            "visualRow": 194,
            "visualId": "blinded",
            "ggpkPath": "Art/2DArt/BuffIcons/buffblinded.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "a76350a3bdc9767b914686a9645c82eaf20b27e322b1a67b6654454862656d6c"
          }
        },
        {
          "id": "hinder",
          "title": "Hinder",
          "description": "Movement speed Slowed.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 500,
            "id": "hinder",
            "rawName": "Hinder",
            "rawDescription": "Movement speed [Slow|Slowed].",
            "statIds": [
              "hinder_movement_speed_+%_final",
              "is_hindered"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1075",
              "name": "Briarpatch",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace · Physical · Limit",
              "levelRequirement": 11,
              "requirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 11,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6a215cd56511729c9882f921.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e67994af8f335f2539489adf.webp",
              "description": "While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.",
              "descriptionMarkup": "While active, a portion of the [Physical] [Attack] damage you deal is stored. Casting a [Spell] uses the stored damage to create a patch of [ThornyGround|Thorny Ground] that deals [Spell] damage to moving enemies.",
              "explicitMods": [
                {
                  "line": "Stores 1% of Physical Attack damage dealt, up to (9 - 256)",
                  "short": "Stores 1% of Physical Attack damage dealt, up to (9 - 256)",
                  "maxLine": "Stores 1% of Physical Attack damage dealt, up to (9 - 256)",
                  "maxShort": "Stores 1% of Physical Attack damage dealt, up to (9 - 256)",
                  "q20Line": "Stores 1% of Physical Attack damage dealt, up to (9 - 256)",
                  "q20Short": "Stores 1% of Physical Attack damage dealt, up to (9 - 256)",
                  "ggpkStatIds": [
                    "briarpatch_stores_permyriad_of_physical_damage_dealt",
                    "briarpatch_maximum_stored_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/briarpatch.csd"
                },
                {
                  "line": "Thorny Ground radius is 3 metres",
                  "short": "Thorny Ground radius is 3 metres",
                  "maxLine": "Thorny Ground radius is 3 metres",
                  "maxShort": "Thorny Ground radius is 3 metres",
                  "q20Line": "Thorny Ground radius is 3 metres",
                  "q20Short": "Thorny Ground radius is 3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/briarpatch.csd"
                },
                {
                  "line": "Limit 1 patch of Thorny Ground",
                  "short": "Limit 1 patch of Thorny Ground",
                  "maxLine": "Limit 1 patch of Thorny Ground",
                  "maxShort": "Limit 1 patch of Thorny Ground",
                  "q20Line": "Limit 1 patch of Thorny Ground",
                  "q20Short": "Limit 1 patch of Thorny Ground",
                  "ggpkStatIds": [
                    "base_briarpatch_ground_limit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/briarpatch.csd"
                },
                {
                  "line": "Thorny Ground duration is 6 seconds",
                  "short": "Thorny Ground duration is 6 seconds",
                  "maxLine": "Thorny Ground duration is 6 seconds",
                  "maxShort": "Thorny Ground duration is 6 seconds",
                  "q20Line": "Thorny Ground duration is 6 seconds",
                  "q20Short": "Thorny Ground duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/briarpatch.csd"
                },
                {
                  "line": "Cannot create more than one patch of Thorny Ground every 8 seconds",
                  "short": "Cannot create more than one patch of Thorny Ground every 8 seconds",
                  "maxLine": "Cannot create more than one patch of Thorny Ground every 8 seconds",
                  "maxShort": "Cannot create more than one patch of Thorny Ground every 8 seconds",
                  "q20Line": "Cannot create more than one patch of Thorny Ground every 8 seconds",
                  "q20Short": "Cannot create more than one patch of Thorny Ground every 8 seconds",
                  "ggpkStatIds": [
                    "briarpatch_ground_creation_delay_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/briarpatch.csd"
                },
                {
                  "line": "Overgrown Thorny Ground deals damage 50% more frequently and expires 50% slower",
                  "short": "Overgrown Thorny Ground deals damage 50% more frequently and expires 50% slower",
                  "maxLine": "Overgrown Thorny Ground deals damage 50% more frequently and expires 50% slower",
                  "maxShort": "Overgrown Thorny Ground deals damage 50% more frequently and expires 50% slower",
                  "q20Line": "Overgrown Thorny Ground deals damage 50% more frequently and expires 50% slower",
                  "q20Short": "Overgrown Thorny Ground deals damage 50% more frequently and expires 50% slower",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/briarpatch.csd"
                },
                {
                  "line": "Modifiers to Thorns damage apply to this Skill's Spell damage",
                  "short": "Modifiers to Thorns damage apply to this Skill's Spell damage",
                  "maxLine": "Modifiers to Thorns damage apply to this Skill's Spell damage",
                  "maxShort": "Modifiers to Thorns damage apply to this Skill's Spell damage",
                  "q20Line": "Modifiers to Thorns damage apply to this Skill's Spell damage",
                  "q20Short": "Modifiers to Thorns damage apply to this Skill's Spell damage",
                  "ggpkStatIds": [
                    "thorns_damage_modifiers_apply_to_spell_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 5)% chance to Hinder enemies on Hit",
                  "short": "(0 - 5)% chance to Hinder enemies on Hit",
                  "maxLine": "(0 - 5)% chance to Hinder enemies on Hit",
                  "maxShort": "(0 - 5)% chance to Hinder enemies on Hit",
                  "q20Line": "(0 - 5)% chance to Hinder enemies on Hit",
                  "q20Short": "(0 - 5)% chance to Hinder enemies on Hit",
                  "ggpkStatIds": [
                    "spells_chance_to_hinder_on_hit_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Buff",
                "OngoingSkill",
                "HasReservation",
                "Persistent",
                "AttackInPlace",
                "Physical",
                "Limit",
                "Plant",
                "Spell",
                "Area",
                "AreaSpell",
                "Duration",
                "CreatesGroundEffect",
                "Sustained",
                "Damage"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "thorny_ground",
                  "label": "Thorny Ground",
                  "source": "Thorny_Ground",
                  "description": "Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.",
                  "url": "https://poe2db.tw/Thorny_Ground",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 31,
                    "end": 41,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 42,
                    "end": 50,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 88,
                    "end": 95,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 140,
                    "end": 168,
                    "raw": "[ThornyGround|Thorny Ground]",
                    "leftKey": "ThornyGround",
                    "label": "Thorny Ground",
                    "canonicalKey": "thorny_ground",
                    "resolved": true
                  },
                  {
                    "start": 180,
                    "end": 187,
                    "raw": "[Spell]",
                    "leftKey": "Spell",
                    "label": "Spell",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1075",
                "baseItemId": "Metadata/Items/Gems/SkillGemBriarpatch",
                "activeSkillId": "briarpatch",
                "grantedEffectId": "BriarpatchPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/briarpatch.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidBriarpatch.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidBriarpatchSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-259",
              "name": "Cackling Companions",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · HasReservation · Persistent · Physical · Companion · CreatesCompanion · CreatesMinion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3bf266b7b866388fe047fd77.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit.",
              "descriptionMarkup": "Activate to summon a cackle of Hyena [Companion|Companions]. The cackle is treated as a single [Companion] for effects that count or limit [Companion|Companions], regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, [Hinder|Hindering] nearby enemies, and have a chance to [Maim] enemies they [Hit].",
              "explicitMods": [
                {
                  "line": "Summons (6 - 9) Hyenas",
                  "short": "Summons (6 - 9) Hyenas",
                  "maxLine": "Summons (6 - 9) Hyenas",
                  "maxShort": "Summons (6 - 9) Hyenas",
                  "q20Line": "Summons (6 - 9) Hyenas",
                  "q20Short": "Summons (6 - 9) Hyenas",
                  "ggpkStatIds": [
                    "skill_hyena_cackle_size"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Minions have (0 - 20)% more Maximum Life",
                  "short": "Minions have (0 - 20)% more Maximum Life",
                  "maxLine": "Minions have (0 - 20)% more Maximum Life",
                  "maxShort": "Minions have (0 - 20)% more Maximum Life",
                  "q20Line": "Minions have (0 - 20)% more Maximum Life",
                  "q20Short": "Minions have (0 - 20)% more Maximum Life",
                  "ggpkStatIds": [
                    "active_skill_minion_life_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Minion",
                "HasReservation",
                "Persistent",
                "Physical",
                "Companion",
                "CreatesCompanion",
                "CreatesMinion",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hinder",
                  "label": "Hindering",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "maim",
                  "label": "Maim",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 37,
                    "end": 59,
                    "raw": "[Companion|Companions]",
                    "leftKey": "Companion",
                    "label": "Companions",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 95,
                    "end": 106,
                    "raw": "[Companion]",
                    "leftKey": "Companion",
                    "label": "Companion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 139,
                    "end": 161,
                    "raw": "[Companion|Companions]",
                    "leftKey": "Companion",
                    "label": "Companions",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 250,
                    "end": 268,
                    "raw": "[Hinder|Hindering]",
                    "leftKey": "Hinder",
                    "label": "Hindering",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 306,
                    "end": 312,
                    "raw": "[Maim]",
                    "leftKey": "Maim",
                    "label": "Maim",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 326,
                    "end": 331,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Companion"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:259",
                "baseItemId": "Metadata/Items/Gems/SkillGemHyenaCackle",
                "activeSkillId": "hyena_cackle",
                "grantedEffectId": "HyenaCacklePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HandoftheClanSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-551",
              "name": "Elemental Storm",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · Trappable · Totemable · Mineable · Triggerable · Damage",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eafbbd71a3a6d94d8c082f43.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.",
              "descriptionMarkup": "Create a stationary [Fire], [Cold] or [Lightning] storm at a target location for a duration, based on the highest [ElementalDamage|Elemental Damage] type for the [Hit] that [Trigger|Triggered] the storm. [Hit|Hits] which do not deal [ElementalDamage|Elemental Damage] will not [Trigger] the storm.",
              "explicitMods": [
                {
                  "line": "Storm radius is 1.8 metres",
                  "short": "Storm radius is 1.8 metres",
                  "maxLine": "Storm radius is 1.8 metres",
                  "maxShort": "Storm radius is 1.8 metres",
                  "q20Line": "Storm radius is 1.8 metres",
                  "q20Short": "Storm radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_storm.csd"
                },
                {
                  "line": "Storm duration is 5 seconds",
                  "short": "Storm duration is 5 seconds",
                  "maxLine": "Storm duration is 5 seconds",
                  "maxShort": "Storm duration is 5 seconds",
                  "q20Line": "Storm duration is 5 seconds",
                  "q20Short": "Storm duration is 5 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_storm.csd"
                },
                {
                  "line": "Enemies inside the storm are Hindered",
                  "short": "Enemies inside the storm are Hindered",
                  "maxLine": "Enemies inside the storm are Hindered",
                  "maxShort": "Enemies inside the storm are Hindered",
                  "q20Line": "Enemies inside the storm are Hindered",
                  "q20Short": "Enemies inside the storm are Hindered",
                  "ggpkStatIds": [
                    "tornado_hinder"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_storm.csd"
                },
                {
                  "line": "Cannot deal Critical Hits",
                  "short": "Cannot deal Critical Hits",
                  "maxLine": "Cannot deal Critical Hits",
                  "maxShort": "Cannot deal Critical Hits",
                  "q20Line": "Cannot deal Critical Hits",
                  "q20Short": "Cannot deal Critical Hits",
                  "ggpkStatIds": [
                    "global_cannot_crit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals Damage every 0.25 seconds",
                  "short": "Deals Damage every 0.25 seconds",
                  "maxLine": "Deals Damage every 0.25 seconds",
                  "maxShort": "Deals Damage every 0.25 seconds",
                  "q20Line": "Deals Damage every 0.25 seconds",
                  "q20Short": "Deals Damage every 0.25 seconds",
                  "ggpkStatIds": [
                    "tornado_base_damage_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (2 - 58) to (3 - 88) Fire Damage",
                  "short": "Deals (2 - 58) to (3 - 88) Fire Damage",
                  "maxLine": "Deals (2 - 58) to (3 - 88) Fire Damage",
                  "maxShort": "Deals (2 - 58) to (3 - 88) Fire Damage",
                  "q20Line": "Deals (2 - 58) to (3 - 88) Fire Damage",
                  "q20Short": "Deals (2 - 58) to (3 - 88) Fire Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_fire_damage",
                    "spell_maximum_base_fire_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_storm.csd"
                },
                {
                  "line": "Deals (1 - 17) to (3 - 95) Lightning Damage",
                  "short": "Deals (1 - 17) to (3 - 95) Lightning Damage",
                  "maxLine": "Deals (1 - 17) to (3 - 95) Lightning Damage",
                  "maxShort": "Deals (1 - 17) to (3 - 95) Lightning Damage",
                  "q20Line": "Deals (1 - 17) to (3 - 95) Lightning Damage",
                  "q20Short": "Deals (1 - 17) to (3 - 95) Lightning Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_lightning_damage",
                    "spell_maximum_base_lightning_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_storm.csd"
                },
                {
                  "line": "Deals (1 - 45) to (2 - 67) Cold Damage",
                  "short": "Deals (1 - 45) to (2 - 67) Cold Damage",
                  "maxLine": "Deals (1 - 45) to (2 - 67) Cold Damage",
                  "maxShort": "Deals (1 - 45) to (2 - 67) Cold Damage",
                  "q20Line": "Deals (1 - 45) to (2 - 67) Cold Damage",
                  "q20Short": "Deals (1 - 45) to (2 - 67) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_storm.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 10)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 10)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 10)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "Trappable",
                "Totemable",
                "Mineable",
                "Triggerable",
                "Damage",
                "Area",
                "Orb",
                "AreaSpell",
                "Triggered",
                "InbuiltTrigger",
                "Cooldown",
                "Fire",
                "Cold",
                "Lightning"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental Damage",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "triggered_skills",
                  "label": "Triggered",
                  "source": "Triggered_Skills",
                  "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                  "url": "https://poe2db.tw/Triggered_Skills",
                  "related": [
                    {
                      "key": "channelling",
                      "label": "Channelling",
                      "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                      "url": "https://poe2db.tw/Channelling",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 20,
                    "end": 26,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 34,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 49,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 114,
                    "end": 148,
                    "raw": "[ElementalDamage|Elemental Damage]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental Damage",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 162,
                    "end": 167,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 173,
                    "end": 192,
                    "raw": "[Trigger|Triggered]",
                    "leftKey": "Trigger",
                    "label": "Triggered",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  },
                  {
                    "start": 204,
                    "end": 214,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 233,
                    "end": 267,
                    "raw": "[ElementalDamage|Elemental Damage]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental Damage",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 277,
                    "end": 286,
                    "raw": "[Trigger]",
                    "leftKey": "Trigger",
                    "label": "Trigger",
                    "canonicalKey": "triggered_skills",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:551",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancyElementalStorm",
                "activeSkillId": "elemental_storm",
                "grantedEffectId": "ElementalStormPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/elemental_storm.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressElementalStorm.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-720",
              "name": "Herald of Plague",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · Herald · Chaos · AttackInPlace",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fc6f34e7cc0b4b58a3201e07.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2eb9dd340c81fd3840ef8630.webp",
              "description": "While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.",
              "descriptionMarkup": "While active, killing a [Poison|Poisoned] enemy spreads its [Poison] to other nearby enemies, and has a chance to also [Hinder] them.",
              "explicitMods": [
                {
                  "line": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "short": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "maxLine": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "maxShort": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "q20Line": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "q20Short": "Spreads the most Damaging Poison on enemies you kill in a (1.5 - 1.8) metre radius",
                  "ggpkStatIds": [
                    "herald_of_agony_poison_spread_on_kill_radius_base_magnitude_to_grant"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                },
                {
                  "line": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "short": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "maxLine": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "maxShort": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "q20Line": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "q20Short": "(10 - 29)% chance to Hinder enemies on spreading Poison to them",
                  "ggpkStatIds": [
                    "hinder_chance_%_on_spreading_poioson"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "short": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "maxLine": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "maxShort": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "q20Line": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "q20Short": "(0 - 20)% chance to Hinder enemies on spreading Poison to them",
                  "ggpkStatIds": [
                    "hinder_chance_%_on_spreading_poioson"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "Herald",
                "Chaos",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "poison",
                  "label": "Poisoned",
                  "source": "Poison",
                  "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                  "url": "https://poe2db.tw/Poison",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hinder",
                  "label": "Hinder",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 41,
                    "raw": "[Poison|Poisoned]",
                    "leftKey": "Poison",
                    "label": "Poisoned",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 60,
                    "end": 68,
                    "raw": "[Poison]",
                    "leftKey": "Poison",
                    "label": "Poison",
                    "canonicalKey": "poison",
                    "resolved": true
                  },
                  {
                    "start": 119,
                    "end": 127,
                    "raw": "[Hinder]",
                    "leftKey": "Hinder",
                    "label": "Hinder",
                    "canonicalKey": "hinder",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:720",
                "baseItemId": "Metadata/Items/Gem/SkillGemHeraldOfPlague",
                "activeSkillId": "herald_of_plague",
                "grantedEffectId": "HeraldOfPlaguePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/herald_of_plague.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/HeraldOfAgonySkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/HeraldOfAgonySkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1070",
              "name": "His Grave Command",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · Companion · Duration",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e06e52d7a7829de98b4a0ae4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Conjure Abyssal spirits to Hinder a Rare Undead for a duration. If you defeat the Undead while it is Hindered, it will be captured and stored into a Soul Crystal Skill Gem. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound Undead as a Reviving Companion.",
              "descriptionMarkup": "Conjure Abyssal spirits to [Hinder] a [Rarity|Rare] [MonsterCategory|Undead] for a duration. If you defeat the [MonsterCategory|Undead] while it is [Hinder|Hindered], it will be captured and stored into a Soul Crystal Skill Gem. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound [MonsterCategory|Undead] as a [Reviving] [Companion].",
              "explicitMods": [
                {
                  "line": "Spirit duration is (8 - 11.8) seconds",
                  "short": "Spirit duration is (8 - 11.8) seconds",
                  "maxLine": "Spirit duration is (8 - 11.8) seconds",
                  "maxShort": "Spirit duration is (8 - 11.8) seconds",
                  "q20Line": "Spirit duration is (8 - 11.8) seconds",
                  "q20Short": "Spirit duration is (8 - 11.8) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/grave_command.csd"
                },
                {
                  "line": "Bound Undead retains up to four monster modifiers when summoned",
                  "short": "Bound Undead retains up to four monster modifiers when summoned",
                  "maxLine": "Bound Undead retains up to four monster modifiers when summoned",
                  "maxShort": "Bound Undead retains up to four monster modifiers when summoned",
                  "q20Line": "Bound Undead retains up to four monster modifiers when summoned",
                  "q20Short": "Bound Undead retains up to four monster modifiers when summoned",
                  "ggpkStatIds": [
                    "display_tame_beast_mod_limit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/grave_command.csd"
                },
                {
                  "line": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "short": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "maxLine": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "maxShort": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "q20Line": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "q20Short": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "ggpkStatIds": [
                    "skill_can_see_monster_categories"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Spirit duration is (0 - 1.6) seconds",
                  "short": "Spirit duration is (0 - 1.6) seconds",
                  "maxLine": "Spirit duration is (0 - 1.6) seconds",
                  "maxShort": "Spirit duration is (0 - 1.6) seconds",
                  "q20Line": "Spirit duration is (0 - 1.6) seconds",
                  "q20Short": "Spirit duration is (0 - 1.6) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration",
                    "quality_display_base_skill_effect_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/grave_command.csd"
                }
              ],
              "tags": [
                "Minion",
                "Companion",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hinder",
                  "label": "Hinder",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "rarity",
                  "label": "Rare",
                  "source": "Rarity",
                  "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                  "url": "https://poe2db.tw/Rarity",
                  "related": [
                    {
                      "key": "itemrarity",
                      "label": "ItemRarity",
                      "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                      "url": "https://poe2db.tw/us/Item_Rarity",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "monster_category",
                  "label": "Undead",
                  "source": "Monster_Category",
                  "description": "Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.\nCertain Skills interact with specific Monster Categories.",
                  "url": "https://poe2db.tw/Monster_Category",
                  "related": []
                },
                {
                  "key": "reviving",
                  "label": "Reviving",
                  "source": "Reviving",
                  "description": "Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.",
                  "url": "https://poe2db.tw/us/Reviving_Minions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 27,
                    "end": 35,
                    "raw": "[Hinder]",
                    "leftKey": "Hinder",
                    "label": "Hinder",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 51,
                    "raw": "[Rarity|Rare]",
                    "leftKey": "Rarity",
                    "label": "Rare",
                    "canonicalKey": "rarity",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 76,
                    "raw": "[MonsterCategory|Undead]",
                    "leftKey": "MonsterCategory",
                    "label": "Undead",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  },
                  {
                    "start": 111,
                    "end": 135,
                    "raw": "[MonsterCategory|Undead]",
                    "leftKey": "MonsterCategory",
                    "label": "Undead",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  },
                  {
                    "start": 148,
                    "end": 165,
                    "raw": "[Hinder|Hindered]",
                    "leftKey": "Hinder",
                    "label": "Hindered",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 310,
                    "end": 334,
                    "raw": "[MonsterCategory|Undead]",
                    "leftKey": "MonsterCategory",
                    "label": "Undead",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  },
                  {
                    "start": 340,
                    "end": 350,
                    "raw": "[Reviving]",
                    "leftKey": "Reviving",
                    "label": "Reviving",
                    "canonicalKey": "reviving",
                    "resolved": true
                  },
                  {
                    "start": 351,
                    "end": 362,
                    "raw": "[Companion]",
                    "leftKey": "Companion",
                    "label": "Companion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 0,
                    "end": 8,
                    "raw": "[Hinder]",
                    "leftKey": "Hinder",
                    "label": "Hinder",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 11,
                    "end": 24,
                    "raw": "[Rarity|Rare]",
                    "leftKey": "Rarity",
                    "label": "Rare",
                    "canonicalKey": "rarity",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 49,
                    "raw": "[MonsterCategory|Undead]",
                    "leftKey": "MonsterCategory",
                    "label": "Undead",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Companion"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1070",
                "baseItemId": "Metadata/Items/Gems/SkillGemGraveCommand",
                "activeSkillId": "grave_command",
                "grantedEffectId": "GraveCommandPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/grave_command.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/GraveCommand.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-482",
              "name": "Mana Drain",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Totemable · Trappable · Mineable · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d8e8e90d36a4b6d2d46ff116.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.",
              "descriptionMarkup": "[ManaLeech|Leech] Mana from an enemy over a prolonged period, as well as briefly [Hinder|Hindering] them.",
              "explicitMods": [
                {
                  "line": "Leeches (30 - 408) Mana",
                  "short": "Leeches (30 - 408) Mana",
                  "maxLine": "Leeches (30 - 408) Mana",
                  "maxShort": "Leeches (30 - 408) Mana",
                  "q20Line": "Leeches (30 - 408) Mana",
                  "q20Short": "Leeches (30 - 408) Mana",
                  "ggpkStatIds": [
                    "mana_drain_base_mana_leech_amount"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/mana_drain.csd"
                },
                {
                  "line": "Leeches Mana 70% slower",
                  "short": "Leeches Mana 70% slower",
                  "maxLine": "Leeches Mana 70% slower",
                  "maxShort": "Leeches Mana 70% slower",
                  "q20Line": "Leeches Mana 70% slower",
                  "q20Short": "Leeches Mana 70% slower",
                  "ggpkStatIds": [
                    "base_mana_leech_rate_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Leeches (0 - 90) Mana",
                  "short": "Leeches (0 - 90) Mana",
                  "maxLine": "Leeches (0 - 90) Mana",
                  "maxShort": "Leeches (0 - 90) Mana",
                  "q20Line": "Leeches (0 - 90) Mana",
                  "q20Short": "Leeches (0 - 90) Mana",
                  "ggpkStatIds": [
                    "mana_drain_base_mana_leech_amount"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/mana_drain.csd"
                }
              ],
              "tags": [
                "Spell",
                "Totemable",
                "Trappable",
                "Mineable",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "mana_leech",
                  "label": "Leech",
                  "source": "Mana_Leech",
                  "description": "When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.\nHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.\nYou can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.",
                  "url": "https://poe2db.tw/Mana_Leech",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "damagetypes",
                      "label": "DamageTypes",
                      "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                      "url": "https://poe2db.tw/us/Damage_Types",
                      "related": [
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hinder",
                  "label": "Hindering",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 17,
                    "raw": "[ManaLeech|Leech]",
                    "leftKey": "ManaLeech",
                    "label": "Leech",
                    "canonicalKey": "mana_leech",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 99,
                    "raw": "[Hinder|Hindering]",
                    "leftKey": "Hinder",
                    "label": "Hindering",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 17,
                    "raw": "[ManaLeech|Leech]",
                    "leftKey": "ManaLeech",
                    "label": "Leech",
                    "canonicalKey": "mana_leech",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 75,
                    "raw": "[Hinder|Hindering]",
                    "leftKey": "Hinder",
                    "label": "Hindering",
                    "canonicalKey": "hinder",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:482",
                "baseItemId": "Metadata/Items/Gem/SkillGemManaDrain",
                "activeSkillId": "mana_drain",
                "grantedEffectId": "ManaDrainPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/mana_drain.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ManaDrainWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-991",
              "name": "Primal Avatar",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Duration",
              "levelRequirement": 53,
              "requirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 53,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/7a9e52e15b1d737d5b783a87.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/31365e540da7344afe494746.webp",
              "description": "Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.",
              "descriptionMarkup": "Conjure Azmeri wisps to engulf a [Rarity|Rare] [MonsterCategory|Beast] for a duration, [Hinder|Hindering] them. If you defeat the [MonsterCategory|Beast] while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the [MonsterCategory|Beast] as a [Reviving] [Companion].",
              "explicitMods": [
                {
                  "line": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "short": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "maxLine": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "maxShort": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "q20Line": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "q20Short": "While this Gem is Socketed you can view Monster Categories on Enemies",
                  "ggpkStatIds": [
                    "skill_can_see_monster_categories"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "rarity",
                  "label": "Rare",
                  "source": "Rarity",
                  "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                  "url": "https://poe2db.tw/Rarity",
                  "related": [
                    {
                      "key": "itemrarity",
                      "label": "ItemRarity",
                      "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                      "url": "https://poe2db.tw/us/Item_Rarity",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "monster_category",
                  "label": "Beast",
                  "source": "Monster_Category",
                  "description": "Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.\nCertain Skills interact with specific Monster Categories.",
                  "url": "https://poe2db.tw/Monster_Category",
                  "related": []
                },
                {
                  "key": "hinder",
                  "label": "Hindering",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "reviving",
                  "label": "Reviving",
                  "source": "Reviving",
                  "description": "Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.",
                  "url": "https://poe2db.tw/us/Reviving_Minions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 33,
                    "end": 46,
                    "raw": "[Rarity|Rare]",
                    "leftKey": "Rarity",
                    "label": "Rare",
                    "canonicalKey": "rarity",
                    "resolved": true
                  },
                  {
                    "start": 47,
                    "end": 70,
                    "raw": "[MonsterCategory|Beast]",
                    "leftKey": "MonsterCategory",
                    "label": "Beast",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 105,
                    "raw": "[Hinder|Hindering]",
                    "leftKey": "Hinder",
                    "label": "Hindering",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 130,
                    "end": 153,
                    "raw": "[MonsterCategory|Beast]",
                    "leftKey": "MonsterCategory",
                    "label": "Beast",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  },
                  {
                    "start": 274,
                    "end": 297,
                    "raw": "[MonsterCategory|Beast]",
                    "leftKey": "MonsterCategory",
                    "label": "Beast",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  },
                  {
                    "start": 303,
                    "end": 313,
                    "raw": "[Reviving]",
                    "leftKey": "Reviving",
                    "label": "Reviving",
                    "canonicalKey": "reviving",
                    "resolved": true
                  },
                  {
                    "start": 314,
                    "end": 325,
                    "raw": "[Companion]",
                    "leftKey": "Companion",
                    "label": "Companion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 9,
                    "end": 22,
                    "raw": "[Rarity|Rare]",
                    "leftKey": "Rarity",
                    "label": "Rare",
                    "canonicalKey": "rarity",
                    "resolved": true
                  },
                  {
                    "start": 23,
                    "end": 46,
                    "raw": "[MonsterCategory|Beast]",
                    "leftKey": "MonsterCategory",
                    "label": "Beast",
                    "canonicalKey": "monster_category",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Companion"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:991",
                "baseItemId": "Metadata/Items/Gem/SkillGemPrimalAvatar",
                "activeSkillId": "primal_avatar",
                "grantedEffectId": "PrimalAvatarPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidPrimalAvatar.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidPrimalAvatarSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-147",
              "name": "Soulrend",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · Projectile · DamageOverTime · Damage · Chaos · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ee90776cf0250e958a40aca2.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.",
              "descriptionMarkup": "Fire a [Pierce|Piercing] [Projectile] that seeks out enemies. Enemies hit are inflicted with a [Debuff] that [Hinder|Hinders] them and deals [Chaos] damage over time for a short duration.",
              "explicitMods": [
                {
                  "line": "Deals (3 - 130) to (6 - 242) Chaos Damage",
                  "short": "Deals (3 - 130) to (6 - 242) Chaos Damage",
                  "maxLine": "Deals (3 - 130) to (6 - 242) Chaos Damage",
                  "maxShort": "Deals (3 - 130) to (6 - 242) Chaos Damage",
                  "q20Line": "Deals (3 - 130) to (6 - 242) Chaos Damage",
                  "q20Short": "Deals (3 - 130) to (6 - 242) Chaos Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_chaos_damage",
                    "spell_maximum_base_chaos_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/soulrend.csd"
                },
                {
                  "line": "Pierces all Targets",
                  "short": "Pierces all Targets",
                  "maxLine": "Pierces all Targets",
                  "maxShort": "Pierces all Targets",
                  "q20Line": "Pierces all Targets",
                  "q20Short": "Pierces all Targets",
                  "ggpkStatIds": [
                    "always_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Debuff duration is 0.6 seconds",
                  "short": "Debuff duration is 0.6 seconds",
                  "maxLine": "Debuff duration is 0.6 seconds",
                  "maxShort": "Debuff duration is 0.6 seconds",
                  "q20Line": "Debuff duration is 0.6 seconds",
                  "q20Short": "Debuff duration is 0.6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/soulrend.csd"
                },
                {
                  "line": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "short": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "maxLine": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "maxShort": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "q20Line": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "q20Short": "Modifiers to Spell Damage apply to Debuff's Damage over Time",
                  "ggpkStatIds": [
                    "spell_damage_modifiers_apply_to_skill_dot"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals (10.1 - 430.9) Chaos damage per second",
                  "short": "Deals (10.1 - 430.9) Chaos damage per second",
                  "maxLine": "Deals (10.1 - 430.9) Chaos damage per second",
                  "maxShort": "Deals (10.1 - 430.9) Chaos damage per second",
                  "q20Line": "Deals (10.1 - 430.9) Chaos damage per second",
                  "q20Short": "Deals (10.1 - 430.9) Chaos damage per second",
                  "ggpkStatIds": [
                    "base_chaos_damage_to_deal_per_minute"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Debuff duration is (0 - 0.1) seconds",
                  "short": "Debuff duration is (0 - 0.1) seconds",
                  "maxLine": "Debuff duration is (0 - 0.1) seconds",
                  "maxShort": "Debuff duration is (0 - 0.1) seconds",
                  "q20Line": "Debuff duration is (0 - 0.1) seconds",
                  "q20Short": "Debuff duration is (0 - 0.1) seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/soulrend.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "Projectile",
                "DamageOverTime",
                "Damage",
                "Chaos",
                "Multicastable",
                "Triggerable",
                "Trappable",
                "Mineable",
                "Totemable",
                "Unleashable",
                "ProjectilesFromUser",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "pierce",
                  "label": "Piercing",
                  "source": "Pierce",
                  "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                  "url": "https://poe2db.tw/Pierce",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "debuff",
                  "label": "Debuff",
                  "source": "Debuff",
                  "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                  "url": "https://poe2db.tw/us/Debuffs",
                  "related": []
                },
                {
                  "key": "hinder",
                  "label": "Hinders",
                  "source": "Hinder",
                  "description": "Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.",
                  "url": "https://poe2db.tw/Hinder",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "chaos_damage",
                  "label": "Chaos",
                  "source": "Chaos_Damage",
                  "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                  "url": "https://poe2db.tw/Chaos_Damage",
                  "related": [
                    {
                      "key": "damagetypes",
                      "label": "DamageTypes",
                      "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                      "url": "https://poe2db.tw/us/Damage_Types",
                      "related": [
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 7,
                    "end": 24,
                    "raw": "[Pierce|Piercing]",
                    "leftKey": "Pierce",
                    "label": "Piercing",
                    "canonicalKey": "pierce",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 37,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 95,
                    "end": 103,
                    "raw": "[Debuff]",
                    "leftKey": "Debuff",
                    "label": "Debuff",
                    "canonicalKey": "debuff",
                    "resolved": true
                  },
                  {
                    "start": 109,
                    "end": 125,
                    "raw": "[Hinder|Hinders]",
                    "leftKey": "Hinder",
                    "label": "Hinders",
                    "canonicalKey": "hinder",
                    "resolved": true
                  },
                  {
                    "start": 141,
                    "end": 148,
                    "raw": "[Chaos]",
                    "leftKey": "Chaos",
                    "label": "Chaos",
                    "canonicalKey": "chaos_damage",
                    "resolved": true
                  },
                  {
                    "start": 7,
                    "end": 19,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 34,
                    "end": 41,
                    "raw": "[Chaos]",
                    "leftKey": "Chaos",
                    "label": "Chaos",
                    "canonicalKey": "chaos_damage",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:147",
                "baseItemId": "Metadata/Items/Gems/SkillGemSoulrend",
                "activeSkillId": "soulrend",
                "grantedEffectId": "SoulrendPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/soulrend.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Soulrend.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Movement speed Slowed.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 12,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Hinder",
              "Hindered"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/crippledebuff-7f414004044722d4.webp",
            "definitionRow": 500,
            "visualRow": 526,
            "visualId": "hinder",
            "ggpkPath": "Art/2DArt/BuffIcons/CrippleDebuff.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "72355160fd2f600c90bc99680b901f4a702a8585c21ee93fbe6ec762a4b5942e"
          }
        },
        {
          "id": "exposure_fire",
          "title": "Fire Exposure",
          "description": "Debuff inflicts lowered Fire Resistance.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 1176,
            "id": "exposure_fire",
            "rawName": "Fire Exposure",
            "rawDescription": "Debuff inflicts lowered [Resistances|Fire Resistance].",
            "statIds": [
              "exposure_-_to_total_fire_resistance",
              "is_exposed"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-106",
              "name": "Frost Bomb",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Cold · Damage · Multicastable · Totemable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/01ac8b4ab1bafb58bca58133.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eeb180ae430bc7bab6c4e6c8.webp",
              "description": "Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.",
              "descriptionMarkup": "Create a pulsing [Orb] of frost. Each pulse inflicts [ElementalDamage|Elemental] [Exposure|Exposure] on nearby enemies. When the [Orb]'s duration ends, it [DetonationTime|Detonates], dealing [Cold|Cold] damage to surrounding enemies and leaving behind a [Cold] [ElementalInfusion|Infusion].",
              "explicitMods": [
                {
                  "line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxLine": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxShort": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxLine": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxShort": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxLine": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxShort": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Limit 1 Frost Bomb",
                  "short": "Limit 1 Frost Bomb",
                  "maxLine": "Limit 1 Frost Bomb",
                  "maxShort": "Limit 1 Frost Bomb",
                  "q20Line": "Limit 1 Frost Bomb",
                  "q20Short": "Limit 1 Frost Bomb",
                  "ggpkStatIds": [
                    "base_maximum_number_of_frost_bombs"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Exposure duration is 8 seconds",
                  "short": "Exposure duration is 8 seconds",
                  "maxLine": "Exposure duration is 8 seconds",
                  "maxShort": "Exposure duration is 8 seconds",
                  "q20Line": "Exposure duration is 8 seconds",
                  "q20Short": "Exposure duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxLine": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxShort": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "ggpkStatIds": [
                    "frost_bomb_exposure_does_not_apply_to_enemies_of_level_higher_than_X"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Chills Enemies as though dealing 300% more damage",
                  "short": "Chills Enemies as though dealing 300% more damage",
                  "maxLine": "Chills Enemies as though dealing 300% more damage",
                  "maxShort": "Chills Enemies as though dealing 300% more damage",
                  "q20Line": "Chills Enemies as though dealing 300% more damage",
                  "q20Short": "Chills Enemies as though dealing 300% more damage",
                  "ggpkStatIds": [
                    "active_skill_chill_as_though_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 4 seconds",
                  "short": "Detonation Time is 4 seconds",
                  "maxLine": "Detonation Time is 4 seconds",
                  "maxShort": "Detonation Time is 4 seconds",
                  "q20Line": "Detonation Time is 4 seconds",
                  "q20Short": "Detonation Time is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxLine": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxShort": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Multicastable",
                "Totemable",
                "Trappable",
                "Mineable",
                "Triggerable",
                "Cascadable",
                "AreaSpell",
                "Cooldown",
                "Orb",
                "Invokable",
                "UsableWhileMoving",
                "GeneratesInfusion",
                "GeneratesRemnants",
                "DetonatesAfterTime",
                "Limit"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "orb_skills",
                  "label": "Orb",
                  "source": "Orb_Skills",
                  "description": "Orb Skills create lasting effects at a location which damage enemies in an area around them.",
                  "url": "https://poe2db.tw/Orb_Skills",
                  "related": []
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonation_time",
                  "label": "Detonates",
                  "source": "Detonation_Time",
                  "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                  "url": "https://poe2db.tw/Detonation_Time",
                  "related": [
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 17,
                    "end": 22,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 53,
                    "end": 80,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 100,
                    "raw": "[Exposure|Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 129,
                    "end": 134,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 155,
                    "end": 181,
                    "raw": "[DetonationTime|Detonates]",
                    "leftKey": "DetonationTime",
                    "label": "Detonates",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 191,
                    "end": 202,
                    "raw": "[Cold|Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 254,
                    "end": 260,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 261,
                    "end": 289,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 15,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 55,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 66,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 101,
                    "raw": "[DetonationTime|Detonating]",
                    "leftKey": "DetonationTime",
                    "label": "Detonating",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 120,
                    "end": 126,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 155,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:106",
                "baseItemId": "Metadata/Items/Gems/SkillGemFrostBomb",
                "activeSkillId": "frost_bomb",
                "grantedEffectId": "FrostBombPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressFrostBomb.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostBombSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-486",
              "name": "Molten Blast",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/54a915297094b1f35b0219e6.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2b156bdec4d4488dbde68126.webp",
              "description": "Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "descriptionMarkup": "Gouge molten rock from the ground and fling it at the target. The [Projectile] explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "explicitMods": [
                {
                  "line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxLine": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxShort": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "ggpkStatIds": [
                    "active_skill_attack_speed_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Explosion radius is 1.6 metres",
                  "short": "Explosion radius is 1.6 metres",
                  "maxLine": "Explosion radius is 1.6 metres",
                  "maxShort": "Explosion radius is 1.6 metres",
                  "q20Line": "Explosion radius is 1.6 metres",
                  "q20Short": "Explosion radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Inflicts 200% more Flammability Magnitude",
                  "short": "Inflicts 200% more Flammability Magnitude",
                  "maxLine": "Inflicts 200% more Flammability Magnitude",
                  "maxShort": "Inflicts 200% more Flammability Magnitude",
                  "q20Line": "Inflicts 200% more Flammability Magnitude",
                  "q20Short": "Inflicts 200% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% more Ignite duration",
                  "short": "100% more Ignite duration",
                  "maxLine": "100% more Ignite duration",
                  "maxShort": "100% more Ignite duration",
                  "q20Line": "100% more Ignite duration",
                  "q20Short": "100% more Ignite duration",
                  "ggpkStatIds": [
                    "active_skill_ignite_duration_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Fires 8 Projectiles",
                  "short": "Fires 8 Projectiles",
                  "maxLine": "Fires 8 Projectiles",
                  "maxShort": "Fires 8 Projectiles",
                  "q20Line": "Fires 8 Projectiles",
                  "q20Short": "Fires 8 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxLine": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxShort": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "ggpkStatIds": [
                    "inflict_exposure_on_hit_%_chance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Triggerable",
                "Fire",
                "AttackInPlace",
                "RangedAttack"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 66,
                    "end": 78,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:486",
                "baseItemId": "Metadata/Items/Gem/SkillGemMoltenBlast",
                "activeSkillId": "molten_blast",
                "grantedEffectId": "MoltenBlastPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteMoltenBlast.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BruteMoltenBlastSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-978",
              "name": "Oil Barrage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/37dd71be8536cad96e4eeb1b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0e17cbf604cc0be283109492.webp",
              "description": "Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.",
              "descriptionMarkup": "[Shapeshift] into a [Wyvern] and spit [Oil] at enemies, creating [OilGround|Oil Ground] where the [Projectile|Projectiles] land. Consumes [Charges|Power Charges] if possible to instead [Channelling|Channel] a sustained barrage of electrified [Oil] that does not create [OilGround|Oil Ground]. [Projectile|Projectiles] are fired in sequence, allowing multiple [Projectile|Projectiles] to [Hit] the same target.",
              "explicitMods": [
                {
                  "line": "Oil spray radius is 2.1 metres",
                  "short": "Oil spray radius is 2.1 metres",
                  "maxLine": "Oil spray radius is 2.1 metres",
                  "maxShort": "Oil spray radius is 2.1 metres",
                  "q20Line": "Oil spray radius is 2.1 metres",
                  "q20Short": "Oil spray radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Channelling ends after one group of Projectiles",
                  "short": "Channelling ends after one group of Projectiles",
                  "maxLine": "Channelling ends after one group of Projectiles",
                  "maxShort": "Channelling ends after one group of Projectiles",
                  "q20Line": "Channelling ends after one group of Projectiles",
                  "q20Short": "Channelling ends after one group of Projectiles",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Fires 3 Projectiles",
                  "short": "Fires 3 Projectiles",
                  "maxLine": "Fires 3 Projectiles",
                  "maxShort": "Fires 3 Projectiles",
                  "q20Line": "Fires 3 Projectiles",
                  "q20Short": "Fires 3 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 20%",
                  "short": "Oil Slows enemy movement speed by 20%",
                  "maxLine": "Oil Slows enemy movement speed by 20%",
                  "maxShort": "Oil Slows enemy movement speed by 20%",
                  "q20Line": "Oil Slows enemy movement speed by 20%",
                  "q20Short": "Oil Slows enemy movement speed by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground radius is 2.1 metres",
                  "short": "Oil Ground radius is 2.1 metres",
                  "maxLine": "Oil Ground radius is 2.1 metres",
                  "maxShort": "Oil Ground radius is 2.1 metres",
                  "q20Line": "Oil Ground radius is 2.1 metres",
                  "q20Short": "Oil Ground radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Impact radius is 2.1 metres",
                  "short": "Impact radius is 2.1 metres",
                  "maxLine": "Impact radius is 2.1 metres",
                  "maxShort": "Impact radius is 2.1 metres",
                  "q20Line": "Impact radius is 2.1 metres",
                  "q20Short": "Impact radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Oil duration is 6 seconds",
                  "short": "Oil duration is 6 seconds",
                  "maxLine": "Oil duration is 6 seconds",
                  "maxShort": "Oil duration is 6 seconds",
                  "q20Line": "Oil duration is 6 seconds",
                  "q20Short": "Oil duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxLine": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxShort": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxLine": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxShort": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "RangedAttack",
                "Channel",
                "Shapeshift",
                "Wyvern",
                "ConsumesCharges",
                "SkillConsumesPowerChargesOnUse",
                "CreatesGroundEffect",
                "Sustained"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "wyvern_form",
                  "label": "Wyvern",
                  "source": "Wyvern_Form",
                  "description": "Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.\nWhile in Wyvern form, you gain:\n• 50% increased Stun Threshold\n• 50% increased Elemental Ailment Threshold\n• 50% faster start of Energy Shield Recharge",
                  "url": "https://poe2db.tw/Wyvern_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "stunthreshold",
                      "label": "StunThreshold",
                      "description": "Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.",
                      "url": "https://poe2db.tw/us/Player_Stun_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fasteresrechargestart",
                      "label": "FasterESRechargeStart",
                      "description": "Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.",
                      "url": "https://poe2db.tw/us/Faster_Start_of_Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": [
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "Oil Ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "channelling",
                  "label": "Channel",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 65,
                    "end": 87,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 122,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 161,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 206,
                    "raw": "[Channelling|Channel]",
                    "leftKey": "Channelling",
                    "label": "Channel",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 242,
                    "end": 247,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 269,
                    "end": 291,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 293,
                    "end": 317,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 359,
                    "end": 383,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 387,
                    "end": 392,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:978",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilBarrage",
                "activeSkillId": "oil_barrage",
                "grantedEffectId": "OilBarragePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidElectricSpittle.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidElectricSpittleSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-370",
              "name": "Oil Grenade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe778c964ba09af35ffa73ec.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/40b49059ee6a0177886dac46.webp",
              "description": "Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.",
              "descriptionMarkup": "Fire a bouncing [Grenade] that bursts in a spray of [Oil] when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the [OilGround|ground] and nearby enemies in [Oil]. Oil created this way can be [Ignite|Ignited] by [Detonator] Skills or [IgnitedGround|Ignited Ground].",
              "explicitMods": [
                {
                  "line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxLine": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxShort": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 40%",
                  "short": "Oil Slows enemy movement speed by 40%",
                  "maxLine": "Oil Slows enemy movement speed by 40%",
                  "maxShort": "Oil Slows enemy movement speed by 40%",
                  "q20Line": "Oil Slows enemy movement speed by 40%",
                  "q20Short": "Oil Slows enemy movement speed by 40%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 1.6 seconds",
                  "short": "Detonation Time is 1.6 seconds",
                  "maxLine": "Detonation Time is 1.6 seconds",
                  "maxShort": "Detonation Time is 1.6 seconds",
                  "q20Line": "Detonation Time is 1.6 seconds",
                  "q20Short": "Detonation Time is 1.6 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground is (2 - 2.6) metres",
                  "short": "Oil Ground is (2 - 2.6) metres",
                  "maxLine": "Oil Ground is (2 - 2.6) metres",
                  "maxShort": "Oil Ground is (2 - 2.6) metres",
                  "q20Line": "Oil Ground is (2 - 2.6) metres",
                  "q20Short": "Oil Ground is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "ProjectileNumber",
                "ProjectileSpeed",
                "Cooldown",
                "Duration",
                "Grenade",
                "Fire",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "DetonatesAfterTime",
                "Projectile",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "grenade",
                  "label": "Grenade",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignited",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 57,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 149,
                    "end": 167,
                    "raw": "[OilGround|ground]",
                    "leftKey": "OilGround",
                    "label": "ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 190,
                    "end": 195,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 225,
                    "end": 241,
                    "raw": "[Ignite|Ignited]",
                    "leftKey": "Ignite",
                    "label": "Ignited",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 245,
                    "end": 256,
                    "raw": "[Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 267,
                    "end": 297,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:370",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilGrenade",
                "activeSkillId": "oil_grenade",
                "grantedEffectId": "OilGrenadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/OilGrenade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/OilGrenadeMercGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-954",
              "name": "Primal Strikes",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c70e47d0f314f063642b6847.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a83b4b17b71b9b4ee56cd2c5.webp",
              "description": "Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.",
              "descriptionMarkup": "Perform a [Lightning]-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they [Hit] a [Shock|Shocked] enemy and refresh [Shock] duration. The third attack is a large swipe that inflicts [ElementalDamage|Elemental] [Exposure], and can [Consume] [Shock] to conjure a stampede of spirits.",
              "explicitMods": [
                {
                  "line": "+0.5 metres to Melee Strike Range",
                  "short": "+0.5 metres to Melee Strike Range",
                  "maxLine": "+0.5 metres to Melee Strike Range",
                  "maxShort": "+0.5 metres to Melee Strike Range",
                  "q20Line": "+0.5 metres to Melee Strike Range",
                  "q20Short": "+0.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+1.5 metres to Melee Strike Range",
                  "short": "+1.5 metres to Melee Strike Range",
                  "maxLine": "+1.5 metres to Melee Strike Range",
                  "maxShort": "+1.5 metres to Melee Strike Range",
                  "q20Line": "+1.5 metres to Melee Strike Range",
                  "q20Short": "+1.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+(1.5 - 2) metres to Melee Strike Range",
                  "short": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxLine": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxShort": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Line": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Short": "+(1.5 - 2) metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consume Shock on Hit",
                  "short": "Consume Shock on Hit",
                  "maxLine": "Consume Shock on Hit",
                  "maxShort": "Consume Shock on Hit",
                  "q20Line": "Consume Shock on Hit",
                  "q20Short": "Consume Shock on Hit",
                  "ggpkStatIds": [
                    "base_consume_enemy_shock_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "35% less Attack Speed",
                  "short": "35% less Attack Speed",
                  "maxLine": "35% less Attack Speed",
                  "maxShort": "35% less Attack Speed",
                  "q20Line": "35% less Attack Speed",
                  "q20Short": "35% less Attack Speed",
                  "ggpkStatIds": [
                    "supplementary_stat_container_attack_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Lightning damage",
                  "short": "Converts 60% of Physical damage to Lightning damage",
                  "maxLine": "Converts 60% of Physical damage to Lightning damage",
                  "maxShort": "Converts 60% of Physical damage to Lightning damage",
                  "q20Line": "Converts 60% of Physical damage to Lightning damage",
                  "q20Short": "Converts 60% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxLine": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxShort": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "ggpkStatIds": [
                    "all_exposure_on_hit_magnitude"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Charge length is 8.6 metres",
                  "short": "Charge length is 8.6 metres",
                  "maxLine": "Charge length is 8.6 metres",
                  "maxShort": "Charge length is 8.6 metres",
                  "q20Line": "Charge length is 8.6 metres",
                  "q20Short": "Charge length is 8.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Charge width is 1.8 metres",
                  "short": "Charge width is 1.8 metres",
                  "maxLine": "Charge width is 1.8 metres",
                  "maxShort": "Charge width is 1.8 metres",
                  "q20Line": "Charge width is 1.8 metres",
                  "q20Short": "Charge width is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Attack Speed",
                  "short": "(0 - 20)% increased Attack Speed",
                  "maxLine": "(0 - 20)% increased Attack Speed",
                  "maxShort": "(0 - 20)% increased Attack Speed",
                  "q20Line": "(0 - 20)% increased Attack Speed",
                  "q20Short": "(0 - 20)% increased Attack Speed",
                  "ggpkStatIds": [
                    "attack_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Lightning",
                "Area",
                "PerformsFinalStrike",
                "SkillConsumesShock",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shocked",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 21,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 163,
                    "end": 168,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 171,
                    "end": 186,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 205,
                    "end": 212,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 271,
                    "end": 298,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 299,
                    "end": 309,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 328,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 329,
                    "end": 336,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 26,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 89,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:954",
                "baseItemId": "Metadata/Items/Gem/SkillGemPrimalStrikes",
                "activeSkillId": "primal_strikes",
                "grantedEffectId": "PrimalStrikesPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PrimalStrikesSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/PrimalStrikesSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-557",
              "name": "Ruzhan, the Blazing Sword",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/52f851db3c04f8a3a4c58143.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.",
              "descriptionMarkup": "Summon Ruzhan, an invulnerable Flame Djinn [Minion], to do your bidding. Ruzhan emerges to [Strike] enemies with his greatsword whenever you use a damaging Skill, and casts devastating [Fire] [Spell|Spells] when [Command|Commanded] to do so.",
              "explicitMods": [
                {
                  "line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxLine": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxShort": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "ggpkStatIds": [
                    "djinn_damage_+%_final_per_number_of_damaging_skills_my_parent_has_used_recently"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                },
                {
                  "line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxLine": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxShort": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Minion",
                "CreatesMinion",
                "Fire",
                "Persistent",
                "HasReservation",
                "MinionsAreUndamagable",
                "CommandableMinion",
                "ReserveInAllSets"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "minion_commands",
                  "label": "Commanded",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 43,
                    "end": 51,
                    "raw": "[Minion]",
                    "leftKey": "Minion",
                    "label": "Minion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 91,
                    "end": 99,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 191,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 206,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 212,
                    "end": 231,
                    "raw": "[Command|Commanded]",
                    "leftKey": "Command",
                    "label": "Commanded",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Minion",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:557",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancySummonFireDjinn",
                "activeSkillId": "summon_fire_djinn",
                "grantedEffectId": "SummonFireDjinnPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressSummonFireDjinn.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Debuff inflicts lowered Fire Resistance.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 13,
            "publishedCards": 6,
            "truncated": true,
            "matchTerms": [
              "Fire Exposure",
              "Exposure"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/resistfire-e05918f8dbe3d455.webp",
            "definitionRow": 1176,
            "visualRow": 1058,
            "visualId": "fire_exposure",
            "ggpkPath": "Art/2DArt/BuffIcons/resistfire.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "ead5e0f6b00b303ffa2058b5777699cadc85cb7fc2e5611cc3067742b1d9d739"
          }
        },
        {
          "id": "exposure_cold",
          "title": "Cold Exposure",
          "description": "Debuff inflicts lowered Cold Resistance.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 1177,
            "id": "exposure_cold",
            "rawName": "Cold Exposure",
            "rawDescription": "Debuff inflicts lowered [Resistances|Cold Resistance].",
            "statIds": [
              "exposure_-_to_total_cold_resistance",
              "is_exposed"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-106",
              "name": "Frost Bomb",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Cold · Damage · Multicastable · Totemable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/01ac8b4ab1bafb58bca58133.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eeb180ae430bc7bab6c4e6c8.webp",
              "description": "Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.",
              "descriptionMarkup": "Create a pulsing [Orb] of frost. Each pulse inflicts [ElementalDamage|Elemental] [Exposure|Exposure] on nearby enemies. When the [Orb]'s duration ends, it [DetonationTime|Detonates], dealing [Cold|Cold] damage to surrounding enemies and leaving behind a [Cold] [ElementalInfusion|Infusion].",
              "explicitMods": [
                {
                  "line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxLine": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxShort": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxLine": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxShort": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxLine": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxShort": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Limit 1 Frost Bomb",
                  "short": "Limit 1 Frost Bomb",
                  "maxLine": "Limit 1 Frost Bomb",
                  "maxShort": "Limit 1 Frost Bomb",
                  "q20Line": "Limit 1 Frost Bomb",
                  "q20Short": "Limit 1 Frost Bomb",
                  "ggpkStatIds": [
                    "base_maximum_number_of_frost_bombs"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Exposure duration is 8 seconds",
                  "short": "Exposure duration is 8 seconds",
                  "maxLine": "Exposure duration is 8 seconds",
                  "maxShort": "Exposure duration is 8 seconds",
                  "q20Line": "Exposure duration is 8 seconds",
                  "q20Short": "Exposure duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxLine": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxShort": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "ggpkStatIds": [
                    "frost_bomb_exposure_does_not_apply_to_enemies_of_level_higher_than_X"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Chills Enemies as though dealing 300% more damage",
                  "short": "Chills Enemies as though dealing 300% more damage",
                  "maxLine": "Chills Enemies as though dealing 300% more damage",
                  "maxShort": "Chills Enemies as though dealing 300% more damage",
                  "q20Line": "Chills Enemies as though dealing 300% more damage",
                  "q20Short": "Chills Enemies as though dealing 300% more damage",
                  "ggpkStatIds": [
                    "active_skill_chill_as_though_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 4 seconds",
                  "short": "Detonation Time is 4 seconds",
                  "maxLine": "Detonation Time is 4 seconds",
                  "maxShort": "Detonation Time is 4 seconds",
                  "q20Line": "Detonation Time is 4 seconds",
                  "q20Short": "Detonation Time is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxLine": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxShort": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Multicastable",
                "Totemable",
                "Trappable",
                "Mineable",
                "Triggerable",
                "Cascadable",
                "AreaSpell",
                "Cooldown",
                "Orb",
                "Invokable",
                "UsableWhileMoving",
                "GeneratesInfusion",
                "GeneratesRemnants",
                "DetonatesAfterTime",
                "Limit"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "orb_skills",
                  "label": "Orb",
                  "source": "Orb_Skills",
                  "description": "Orb Skills create lasting effects at a location which damage enemies in an area around them.",
                  "url": "https://poe2db.tw/Orb_Skills",
                  "related": []
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonation_time",
                  "label": "Detonates",
                  "source": "Detonation_Time",
                  "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                  "url": "https://poe2db.tw/Detonation_Time",
                  "related": [
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 17,
                    "end": 22,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 53,
                    "end": 80,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 100,
                    "raw": "[Exposure|Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 129,
                    "end": 134,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 155,
                    "end": 181,
                    "raw": "[DetonationTime|Detonates]",
                    "leftKey": "DetonationTime",
                    "label": "Detonates",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 191,
                    "end": 202,
                    "raw": "[Cold|Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 254,
                    "end": 260,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 261,
                    "end": 289,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 15,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 55,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 66,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 101,
                    "raw": "[DetonationTime|Detonating]",
                    "leftKey": "DetonationTime",
                    "label": "Detonating",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 120,
                    "end": 126,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 155,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:106",
                "baseItemId": "Metadata/Items/Gems/SkillGemFrostBomb",
                "activeSkillId": "frost_bomb",
                "grantedEffectId": "FrostBombPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressFrostBomb.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostBombSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-486",
              "name": "Molten Blast",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/54a915297094b1f35b0219e6.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2b156bdec4d4488dbde68126.webp",
              "description": "Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "descriptionMarkup": "Gouge molten rock from the ground and fling it at the target. The [Projectile] explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "explicitMods": [
                {
                  "line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxLine": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxShort": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "ggpkStatIds": [
                    "active_skill_attack_speed_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Explosion radius is 1.6 metres",
                  "short": "Explosion radius is 1.6 metres",
                  "maxLine": "Explosion radius is 1.6 metres",
                  "maxShort": "Explosion radius is 1.6 metres",
                  "q20Line": "Explosion radius is 1.6 metres",
                  "q20Short": "Explosion radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Inflicts 200% more Flammability Magnitude",
                  "short": "Inflicts 200% more Flammability Magnitude",
                  "maxLine": "Inflicts 200% more Flammability Magnitude",
                  "maxShort": "Inflicts 200% more Flammability Magnitude",
                  "q20Line": "Inflicts 200% more Flammability Magnitude",
                  "q20Short": "Inflicts 200% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% more Ignite duration",
                  "short": "100% more Ignite duration",
                  "maxLine": "100% more Ignite duration",
                  "maxShort": "100% more Ignite duration",
                  "q20Line": "100% more Ignite duration",
                  "q20Short": "100% more Ignite duration",
                  "ggpkStatIds": [
                    "active_skill_ignite_duration_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Fires 8 Projectiles",
                  "short": "Fires 8 Projectiles",
                  "maxLine": "Fires 8 Projectiles",
                  "maxShort": "Fires 8 Projectiles",
                  "q20Line": "Fires 8 Projectiles",
                  "q20Short": "Fires 8 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxLine": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxShort": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "ggpkStatIds": [
                    "inflict_exposure_on_hit_%_chance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Triggerable",
                "Fire",
                "AttackInPlace",
                "RangedAttack"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 66,
                    "end": 78,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:486",
                "baseItemId": "Metadata/Items/Gem/SkillGemMoltenBlast",
                "activeSkillId": "molten_blast",
                "grantedEffectId": "MoltenBlastPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteMoltenBlast.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BruteMoltenBlastSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-978",
              "name": "Oil Barrage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/37dd71be8536cad96e4eeb1b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0e17cbf604cc0be283109492.webp",
              "description": "Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.",
              "descriptionMarkup": "[Shapeshift] into a [Wyvern] and spit [Oil] at enemies, creating [OilGround|Oil Ground] where the [Projectile|Projectiles] land. Consumes [Charges|Power Charges] if possible to instead [Channelling|Channel] a sustained barrage of electrified [Oil] that does not create [OilGround|Oil Ground]. [Projectile|Projectiles] are fired in sequence, allowing multiple [Projectile|Projectiles] to [Hit] the same target.",
              "explicitMods": [
                {
                  "line": "Oil spray radius is 2.1 metres",
                  "short": "Oil spray radius is 2.1 metres",
                  "maxLine": "Oil spray radius is 2.1 metres",
                  "maxShort": "Oil spray radius is 2.1 metres",
                  "q20Line": "Oil spray radius is 2.1 metres",
                  "q20Short": "Oil spray radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Channelling ends after one group of Projectiles",
                  "short": "Channelling ends after one group of Projectiles",
                  "maxLine": "Channelling ends after one group of Projectiles",
                  "maxShort": "Channelling ends after one group of Projectiles",
                  "q20Line": "Channelling ends after one group of Projectiles",
                  "q20Short": "Channelling ends after one group of Projectiles",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Fires 3 Projectiles",
                  "short": "Fires 3 Projectiles",
                  "maxLine": "Fires 3 Projectiles",
                  "maxShort": "Fires 3 Projectiles",
                  "q20Line": "Fires 3 Projectiles",
                  "q20Short": "Fires 3 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 20%",
                  "short": "Oil Slows enemy movement speed by 20%",
                  "maxLine": "Oil Slows enemy movement speed by 20%",
                  "maxShort": "Oil Slows enemy movement speed by 20%",
                  "q20Line": "Oil Slows enemy movement speed by 20%",
                  "q20Short": "Oil Slows enemy movement speed by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground radius is 2.1 metres",
                  "short": "Oil Ground radius is 2.1 metres",
                  "maxLine": "Oil Ground radius is 2.1 metres",
                  "maxShort": "Oil Ground radius is 2.1 metres",
                  "q20Line": "Oil Ground radius is 2.1 metres",
                  "q20Short": "Oil Ground radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Impact radius is 2.1 metres",
                  "short": "Impact radius is 2.1 metres",
                  "maxLine": "Impact radius is 2.1 metres",
                  "maxShort": "Impact radius is 2.1 metres",
                  "q20Line": "Impact radius is 2.1 metres",
                  "q20Short": "Impact radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Oil duration is 6 seconds",
                  "short": "Oil duration is 6 seconds",
                  "maxLine": "Oil duration is 6 seconds",
                  "maxShort": "Oil duration is 6 seconds",
                  "q20Line": "Oil duration is 6 seconds",
                  "q20Short": "Oil duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxLine": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxShort": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxLine": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxShort": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "RangedAttack",
                "Channel",
                "Shapeshift",
                "Wyvern",
                "ConsumesCharges",
                "SkillConsumesPowerChargesOnUse",
                "CreatesGroundEffect",
                "Sustained"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "wyvern_form",
                  "label": "Wyvern",
                  "source": "Wyvern_Form",
                  "description": "Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.\nWhile in Wyvern form, you gain:\n• 50% increased Stun Threshold\n• 50% increased Elemental Ailment Threshold\n• 50% faster start of Energy Shield Recharge",
                  "url": "https://poe2db.tw/Wyvern_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "stunthreshold",
                      "label": "StunThreshold",
                      "description": "Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.",
                      "url": "https://poe2db.tw/us/Player_Stun_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fasteresrechargestart",
                      "label": "FasterESRechargeStart",
                      "description": "Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.",
                      "url": "https://poe2db.tw/us/Faster_Start_of_Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": [
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "Oil Ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "channelling",
                  "label": "Channel",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 65,
                    "end": 87,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 122,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 161,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 206,
                    "raw": "[Channelling|Channel]",
                    "leftKey": "Channelling",
                    "label": "Channel",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 242,
                    "end": 247,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 269,
                    "end": 291,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 293,
                    "end": 317,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 359,
                    "end": 383,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 387,
                    "end": 392,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:978",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilBarrage",
                "activeSkillId": "oil_barrage",
                "grantedEffectId": "OilBarragePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidElectricSpittle.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidElectricSpittleSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-370",
              "name": "Oil Grenade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe778c964ba09af35ffa73ec.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/40b49059ee6a0177886dac46.webp",
              "description": "Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.",
              "descriptionMarkup": "Fire a bouncing [Grenade] that bursts in a spray of [Oil] when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the [OilGround|ground] and nearby enemies in [Oil]. Oil created this way can be [Ignite|Ignited] by [Detonator] Skills or [IgnitedGround|Ignited Ground].",
              "explicitMods": [
                {
                  "line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxLine": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxShort": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 40%",
                  "short": "Oil Slows enemy movement speed by 40%",
                  "maxLine": "Oil Slows enemy movement speed by 40%",
                  "maxShort": "Oil Slows enemy movement speed by 40%",
                  "q20Line": "Oil Slows enemy movement speed by 40%",
                  "q20Short": "Oil Slows enemy movement speed by 40%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 1.6 seconds",
                  "short": "Detonation Time is 1.6 seconds",
                  "maxLine": "Detonation Time is 1.6 seconds",
                  "maxShort": "Detonation Time is 1.6 seconds",
                  "q20Line": "Detonation Time is 1.6 seconds",
                  "q20Short": "Detonation Time is 1.6 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground is (2 - 2.6) metres",
                  "short": "Oil Ground is (2 - 2.6) metres",
                  "maxLine": "Oil Ground is (2 - 2.6) metres",
                  "maxShort": "Oil Ground is (2 - 2.6) metres",
                  "q20Line": "Oil Ground is (2 - 2.6) metres",
                  "q20Short": "Oil Ground is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "ProjectileNumber",
                "ProjectileSpeed",
                "Cooldown",
                "Duration",
                "Grenade",
                "Fire",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "DetonatesAfterTime",
                "Projectile",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "grenade",
                  "label": "Grenade",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignited",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 57,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 149,
                    "end": 167,
                    "raw": "[OilGround|ground]",
                    "leftKey": "OilGround",
                    "label": "ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 190,
                    "end": 195,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 225,
                    "end": 241,
                    "raw": "[Ignite|Ignited]",
                    "leftKey": "Ignite",
                    "label": "Ignited",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 245,
                    "end": 256,
                    "raw": "[Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 267,
                    "end": 297,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:370",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilGrenade",
                "activeSkillId": "oil_grenade",
                "grantedEffectId": "OilGrenadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/OilGrenade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/OilGrenadeMercGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-954",
              "name": "Primal Strikes",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c70e47d0f314f063642b6847.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a83b4b17b71b9b4ee56cd2c5.webp",
              "description": "Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.",
              "descriptionMarkup": "Perform a [Lightning]-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they [Hit] a [Shock|Shocked] enemy and refresh [Shock] duration. The third attack is a large swipe that inflicts [ElementalDamage|Elemental] [Exposure], and can [Consume] [Shock] to conjure a stampede of spirits.",
              "explicitMods": [
                {
                  "line": "+0.5 metres to Melee Strike Range",
                  "short": "+0.5 metres to Melee Strike Range",
                  "maxLine": "+0.5 metres to Melee Strike Range",
                  "maxShort": "+0.5 metres to Melee Strike Range",
                  "q20Line": "+0.5 metres to Melee Strike Range",
                  "q20Short": "+0.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+1.5 metres to Melee Strike Range",
                  "short": "+1.5 metres to Melee Strike Range",
                  "maxLine": "+1.5 metres to Melee Strike Range",
                  "maxShort": "+1.5 metres to Melee Strike Range",
                  "q20Line": "+1.5 metres to Melee Strike Range",
                  "q20Short": "+1.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+(1.5 - 2) metres to Melee Strike Range",
                  "short": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxLine": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxShort": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Line": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Short": "+(1.5 - 2) metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consume Shock on Hit",
                  "short": "Consume Shock on Hit",
                  "maxLine": "Consume Shock on Hit",
                  "maxShort": "Consume Shock on Hit",
                  "q20Line": "Consume Shock on Hit",
                  "q20Short": "Consume Shock on Hit",
                  "ggpkStatIds": [
                    "base_consume_enemy_shock_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "35% less Attack Speed",
                  "short": "35% less Attack Speed",
                  "maxLine": "35% less Attack Speed",
                  "maxShort": "35% less Attack Speed",
                  "q20Line": "35% less Attack Speed",
                  "q20Short": "35% less Attack Speed",
                  "ggpkStatIds": [
                    "supplementary_stat_container_attack_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Lightning damage",
                  "short": "Converts 60% of Physical damage to Lightning damage",
                  "maxLine": "Converts 60% of Physical damage to Lightning damage",
                  "maxShort": "Converts 60% of Physical damage to Lightning damage",
                  "q20Line": "Converts 60% of Physical damage to Lightning damage",
                  "q20Short": "Converts 60% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxLine": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxShort": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "ggpkStatIds": [
                    "all_exposure_on_hit_magnitude"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Charge length is 8.6 metres",
                  "short": "Charge length is 8.6 metres",
                  "maxLine": "Charge length is 8.6 metres",
                  "maxShort": "Charge length is 8.6 metres",
                  "q20Line": "Charge length is 8.6 metres",
                  "q20Short": "Charge length is 8.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Charge width is 1.8 metres",
                  "short": "Charge width is 1.8 metres",
                  "maxLine": "Charge width is 1.8 metres",
                  "maxShort": "Charge width is 1.8 metres",
                  "q20Line": "Charge width is 1.8 metres",
                  "q20Short": "Charge width is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Attack Speed",
                  "short": "(0 - 20)% increased Attack Speed",
                  "maxLine": "(0 - 20)% increased Attack Speed",
                  "maxShort": "(0 - 20)% increased Attack Speed",
                  "q20Line": "(0 - 20)% increased Attack Speed",
                  "q20Short": "(0 - 20)% increased Attack Speed",
                  "ggpkStatIds": [
                    "attack_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Lightning",
                "Area",
                "PerformsFinalStrike",
                "SkillConsumesShock",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shocked",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 21,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 163,
                    "end": 168,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 171,
                    "end": 186,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 205,
                    "end": 212,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 271,
                    "end": 298,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 299,
                    "end": 309,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 328,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 329,
                    "end": 336,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 26,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 89,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:954",
                "baseItemId": "Metadata/Items/Gem/SkillGemPrimalStrikes",
                "activeSkillId": "primal_strikes",
                "grantedEffectId": "PrimalStrikesPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PrimalStrikesSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/PrimalStrikesSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-557",
              "name": "Ruzhan, the Blazing Sword",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/52f851db3c04f8a3a4c58143.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.",
              "descriptionMarkup": "Summon Ruzhan, an invulnerable Flame Djinn [Minion], to do your bidding. Ruzhan emerges to [Strike] enemies with his greatsword whenever you use a damaging Skill, and casts devastating [Fire] [Spell|Spells] when [Command|Commanded] to do so.",
              "explicitMods": [
                {
                  "line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxLine": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxShort": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "ggpkStatIds": [
                    "djinn_damage_+%_final_per_number_of_damaging_skills_my_parent_has_used_recently"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                },
                {
                  "line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxLine": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxShort": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Minion",
                "CreatesMinion",
                "Fire",
                "Persistent",
                "HasReservation",
                "MinionsAreUndamagable",
                "CommandableMinion",
                "ReserveInAllSets"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "minion_commands",
                  "label": "Commanded",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 43,
                    "end": 51,
                    "raw": "[Minion]",
                    "leftKey": "Minion",
                    "label": "Minion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 91,
                    "end": 99,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 191,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 206,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 212,
                    "end": 231,
                    "raw": "[Command|Commanded]",
                    "leftKey": "Command",
                    "label": "Commanded",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Minion",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:557",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancySummonFireDjinn",
                "activeSkillId": "summon_fire_djinn",
                "grantedEffectId": "SummonFireDjinnPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressSummonFireDjinn.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Debuff inflicts lowered Cold Resistance.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 13,
            "publishedCards": 6,
            "truncated": true,
            "matchTerms": [
              "Cold Exposure",
              "Exposure"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/resistcold-af2ab8620541d60f.webp",
            "definitionRow": 1177,
            "visualRow": 1059,
            "visualId": "cold_exposure",
            "ggpkPath": "Art/2DArt/BuffIcons/resistcold.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "188654674787f0dceb82fcf22fcb6b96fc7a99947611213ac1c6f062782fe9bb"
          }
        },
        {
          "id": "exposure_lightning",
          "title": "Lightning Exposure",
          "description": "Debuff inflicts lowered Lightning Resistance.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 1178,
            "id": "exposure_lightning",
            "rawName": "Lightning Exposure",
            "rawDescription": "Debuff inflicts lowered [Resistances|Lightning Resistance].",
            "statIds": [
              "exposure_-_to_total_lightning_resistance",
              "is_exposed"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-106",
              "name": "Frost Bomb",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Cold · Damage · Multicastable · Totemable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/01ac8b4ab1bafb58bca58133.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eeb180ae430bc7bab6c4e6c8.webp",
              "description": "Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.",
              "descriptionMarkup": "Create a pulsing [Orb] of frost. Each pulse inflicts [ElementalDamage|Elemental] [Exposure|Exposure] on nearby enemies. When the [Orb]'s duration ends, it [DetonationTime|Detonates], dealing [Cold|Cold] damage to surrounding enemies and leaving behind a [Cold] [ElementalInfusion|Infusion].",
              "explicitMods": [
                {
                  "line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxLine": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxShort": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxLine": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxShort": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxLine": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxShort": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Limit 1 Frost Bomb",
                  "short": "Limit 1 Frost Bomb",
                  "maxLine": "Limit 1 Frost Bomb",
                  "maxShort": "Limit 1 Frost Bomb",
                  "q20Line": "Limit 1 Frost Bomb",
                  "q20Short": "Limit 1 Frost Bomb",
                  "ggpkStatIds": [
                    "base_maximum_number_of_frost_bombs"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Exposure duration is 8 seconds",
                  "short": "Exposure duration is 8 seconds",
                  "maxLine": "Exposure duration is 8 seconds",
                  "maxShort": "Exposure duration is 8 seconds",
                  "q20Line": "Exposure duration is 8 seconds",
                  "q20Short": "Exposure duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxLine": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxShort": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "ggpkStatIds": [
                    "frost_bomb_exposure_does_not_apply_to_enemies_of_level_higher_than_X"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Chills Enemies as though dealing 300% more damage",
                  "short": "Chills Enemies as though dealing 300% more damage",
                  "maxLine": "Chills Enemies as though dealing 300% more damage",
                  "maxShort": "Chills Enemies as though dealing 300% more damage",
                  "q20Line": "Chills Enemies as though dealing 300% more damage",
                  "q20Short": "Chills Enemies as though dealing 300% more damage",
                  "ggpkStatIds": [
                    "active_skill_chill_as_though_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 4 seconds",
                  "short": "Detonation Time is 4 seconds",
                  "maxLine": "Detonation Time is 4 seconds",
                  "maxShort": "Detonation Time is 4 seconds",
                  "q20Line": "Detonation Time is 4 seconds",
                  "q20Short": "Detonation Time is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxLine": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxShort": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Multicastable",
                "Totemable",
                "Trappable",
                "Mineable",
                "Triggerable",
                "Cascadable",
                "AreaSpell",
                "Cooldown",
                "Orb",
                "Invokable",
                "UsableWhileMoving",
                "GeneratesInfusion",
                "GeneratesRemnants",
                "DetonatesAfterTime",
                "Limit"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "orb_skills",
                  "label": "Orb",
                  "source": "Orb_Skills",
                  "description": "Orb Skills create lasting effects at a location which damage enemies in an area around them.",
                  "url": "https://poe2db.tw/Orb_Skills",
                  "related": []
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonation_time",
                  "label": "Detonates",
                  "source": "Detonation_Time",
                  "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                  "url": "https://poe2db.tw/Detonation_Time",
                  "related": [
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 17,
                    "end": 22,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 53,
                    "end": 80,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 100,
                    "raw": "[Exposure|Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 129,
                    "end": 134,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 155,
                    "end": 181,
                    "raw": "[DetonationTime|Detonates]",
                    "leftKey": "DetonationTime",
                    "label": "Detonates",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 191,
                    "end": 202,
                    "raw": "[Cold|Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 254,
                    "end": 260,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 261,
                    "end": 289,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 15,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 55,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 66,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 101,
                    "raw": "[DetonationTime|Detonating]",
                    "leftKey": "DetonationTime",
                    "label": "Detonating",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 120,
                    "end": 126,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 155,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:106",
                "baseItemId": "Metadata/Items/Gems/SkillGemFrostBomb",
                "activeSkillId": "frost_bomb",
                "grantedEffectId": "FrostBombPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressFrostBomb.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostBombSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-486",
              "name": "Molten Blast",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/54a915297094b1f35b0219e6.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2b156bdec4d4488dbde68126.webp",
              "description": "Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "descriptionMarkup": "Gouge molten rock from the ground and fling it at the target. The [Projectile] explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "explicitMods": [
                {
                  "line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxLine": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxShort": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "ggpkStatIds": [
                    "active_skill_attack_speed_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Explosion radius is 1.6 metres",
                  "short": "Explosion radius is 1.6 metres",
                  "maxLine": "Explosion radius is 1.6 metres",
                  "maxShort": "Explosion radius is 1.6 metres",
                  "q20Line": "Explosion radius is 1.6 metres",
                  "q20Short": "Explosion radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Inflicts 200% more Flammability Magnitude",
                  "short": "Inflicts 200% more Flammability Magnitude",
                  "maxLine": "Inflicts 200% more Flammability Magnitude",
                  "maxShort": "Inflicts 200% more Flammability Magnitude",
                  "q20Line": "Inflicts 200% more Flammability Magnitude",
                  "q20Short": "Inflicts 200% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% more Ignite duration",
                  "short": "100% more Ignite duration",
                  "maxLine": "100% more Ignite duration",
                  "maxShort": "100% more Ignite duration",
                  "q20Line": "100% more Ignite duration",
                  "q20Short": "100% more Ignite duration",
                  "ggpkStatIds": [
                    "active_skill_ignite_duration_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Fires 8 Projectiles",
                  "short": "Fires 8 Projectiles",
                  "maxLine": "Fires 8 Projectiles",
                  "maxShort": "Fires 8 Projectiles",
                  "q20Line": "Fires 8 Projectiles",
                  "q20Short": "Fires 8 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxLine": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxShort": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "ggpkStatIds": [
                    "inflict_exposure_on_hit_%_chance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Triggerable",
                "Fire",
                "AttackInPlace",
                "RangedAttack"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 66,
                    "end": 78,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:486",
                "baseItemId": "Metadata/Items/Gem/SkillGemMoltenBlast",
                "activeSkillId": "molten_blast",
                "grantedEffectId": "MoltenBlastPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteMoltenBlast.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BruteMoltenBlastSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-978",
              "name": "Oil Barrage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/37dd71be8536cad96e4eeb1b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0e17cbf604cc0be283109492.webp",
              "description": "Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.",
              "descriptionMarkup": "[Shapeshift] into a [Wyvern] and spit [Oil] at enemies, creating [OilGround|Oil Ground] where the [Projectile|Projectiles] land. Consumes [Charges|Power Charges] if possible to instead [Channelling|Channel] a sustained barrage of electrified [Oil] that does not create [OilGround|Oil Ground]. [Projectile|Projectiles] are fired in sequence, allowing multiple [Projectile|Projectiles] to [Hit] the same target.",
              "explicitMods": [
                {
                  "line": "Oil spray radius is 2.1 metres",
                  "short": "Oil spray radius is 2.1 metres",
                  "maxLine": "Oil spray radius is 2.1 metres",
                  "maxShort": "Oil spray radius is 2.1 metres",
                  "q20Line": "Oil spray radius is 2.1 metres",
                  "q20Short": "Oil spray radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Channelling ends after one group of Projectiles",
                  "short": "Channelling ends after one group of Projectiles",
                  "maxLine": "Channelling ends after one group of Projectiles",
                  "maxShort": "Channelling ends after one group of Projectiles",
                  "q20Line": "Channelling ends after one group of Projectiles",
                  "q20Short": "Channelling ends after one group of Projectiles",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Fires 3 Projectiles",
                  "short": "Fires 3 Projectiles",
                  "maxLine": "Fires 3 Projectiles",
                  "maxShort": "Fires 3 Projectiles",
                  "q20Line": "Fires 3 Projectiles",
                  "q20Short": "Fires 3 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 20%",
                  "short": "Oil Slows enemy movement speed by 20%",
                  "maxLine": "Oil Slows enemy movement speed by 20%",
                  "maxShort": "Oil Slows enemy movement speed by 20%",
                  "q20Line": "Oil Slows enemy movement speed by 20%",
                  "q20Short": "Oil Slows enemy movement speed by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground radius is 2.1 metres",
                  "short": "Oil Ground radius is 2.1 metres",
                  "maxLine": "Oil Ground radius is 2.1 metres",
                  "maxShort": "Oil Ground radius is 2.1 metres",
                  "q20Line": "Oil Ground radius is 2.1 metres",
                  "q20Short": "Oil Ground radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Impact radius is 2.1 metres",
                  "short": "Impact radius is 2.1 metres",
                  "maxLine": "Impact radius is 2.1 metres",
                  "maxShort": "Impact radius is 2.1 metres",
                  "q20Line": "Impact radius is 2.1 metres",
                  "q20Short": "Impact radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Oil duration is 6 seconds",
                  "short": "Oil duration is 6 seconds",
                  "maxLine": "Oil duration is 6 seconds",
                  "maxShort": "Oil duration is 6 seconds",
                  "q20Line": "Oil duration is 6 seconds",
                  "q20Short": "Oil duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxLine": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxShort": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxLine": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxShort": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "RangedAttack",
                "Channel",
                "Shapeshift",
                "Wyvern",
                "ConsumesCharges",
                "SkillConsumesPowerChargesOnUse",
                "CreatesGroundEffect",
                "Sustained"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "wyvern_form",
                  "label": "Wyvern",
                  "source": "Wyvern_Form",
                  "description": "Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.\nWhile in Wyvern form, you gain:\n• 50% increased Stun Threshold\n• 50% increased Elemental Ailment Threshold\n• 50% faster start of Energy Shield Recharge",
                  "url": "https://poe2db.tw/Wyvern_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "stunthreshold",
                      "label": "StunThreshold",
                      "description": "Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.",
                      "url": "https://poe2db.tw/us/Player_Stun_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fasteresrechargestart",
                      "label": "FasterESRechargeStart",
                      "description": "Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.",
                      "url": "https://poe2db.tw/us/Faster_Start_of_Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": [
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "Oil Ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "channelling",
                  "label": "Channel",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 65,
                    "end": 87,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 122,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 161,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 206,
                    "raw": "[Channelling|Channel]",
                    "leftKey": "Channelling",
                    "label": "Channel",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 242,
                    "end": 247,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 269,
                    "end": 291,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 293,
                    "end": 317,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 359,
                    "end": 383,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 387,
                    "end": 392,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:978",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilBarrage",
                "activeSkillId": "oil_barrage",
                "grantedEffectId": "OilBarragePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidElectricSpittle.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidElectricSpittleSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-370",
              "name": "Oil Grenade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe778c964ba09af35ffa73ec.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/40b49059ee6a0177886dac46.webp",
              "description": "Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.",
              "descriptionMarkup": "Fire a bouncing [Grenade] that bursts in a spray of [Oil] when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the [OilGround|ground] and nearby enemies in [Oil]. Oil created this way can be [Ignite|Ignited] by [Detonator] Skills or [IgnitedGround|Ignited Ground].",
              "explicitMods": [
                {
                  "line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxLine": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxShort": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 40%",
                  "short": "Oil Slows enemy movement speed by 40%",
                  "maxLine": "Oil Slows enemy movement speed by 40%",
                  "maxShort": "Oil Slows enemy movement speed by 40%",
                  "q20Line": "Oil Slows enemy movement speed by 40%",
                  "q20Short": "Oil Slows enemy movement speed by 40%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 1.6 seconds",
                  "short": "Detonation Time is 1.6 seconds",
                  "maxLine": "Detonation Time is 1.6 seconds",
                  "maxShort": "Detonation Time is 1.6 seconds",
                  "q20Line": "Detonation Time is 1.6 seconds",
                  "q20Short": "Detonation Time is 1.6 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground is (2 - 2.6) metres",
                  "short": "Oil Ground is (2 - 2.6) metres",
                  "maxLine": "Oil Ground is (2 - 2.6) metres",
                  "maxShort": "Oil Ground is (2 - 2.6) metres",
                  "q20Line": "Oil Ground is (2 - 2.6) metres",
                  "q20Short": "Oil Ground is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "ProjectileNumber",
                "ProjectileSpeed",
                "Cooldown",
                "Duration",
                "Grenade",
                "Fire",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "DetonatesAfterTime",
                "Projectile",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "grenade",
                  "label": "Grenade",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignited",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 57,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 149,
                    "end": 167,
                    "raw": "[OilGround|ground]",
                    "leftKey": "OilGround",
                    "label": "ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 190,
                    "end": 195,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 225,
                    "end": 241,
                    "raw": "[Ignite|Ignited]",
                    "leftKey": "Ignite",
                    "label": "Ignited",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 245,
                    "end": 256,
                    "raw": "[Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 267,
                    "end": 297,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:370",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilGrenade",
                "activeSkillId": "oil_grenade",
                "grantedEffectId": "OilGrenadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/OilGrenade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/OilGrenadeMercGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-954",
              "name": "Primal Strikes",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c70e47d0f314f063642b6847.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a83b4b17b71b9b4ee56cd2c5.webp",
              "description": "Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.",
              "descriptionMarkup": "Perform a [Lightning]-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they [Hit] a [Shock|Shocked] enemy and refresh [Shock] duration. The third attack is a large swipe that inflicts [ElementalDamage|Elemental] [Exposure], and can [Consume] [Shock] to conjure a stampede of spirits.",
              "explicitMods": [
                {
                  "line": "+0.5 metres to Melee Strike Range",
                  "short": "+0.5 metres to Melee Strike Range",
                  "maxLine": "+0.5 metres to Melee Strike Range",
                  "maxShort": "+0.5 metres to Melee Strike Range",
                  "q20Line": "+0.5 metres to Melee Strike Range",
                  "q20Short": "+0.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+1.5 metres to Melee Strike Range",
                  "short": "+1.5 metres to Melee Strike Range",
                  "maxLine": "+1.5 metres to Melee Strike Range",
                  "maxShort": "+1.5 metres to Melee Strike Range",
                  "q20Line": "+1.5 metres to Melee Strike Range",
                  "q20Short": "+1.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+(1.5 - 2) metres to Melee Strike Range",
                  "short": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxLine": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxShort": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Line": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Short": "+(1.5 - 2) metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consume Shock on Hit",
                  "short": "Consume Shock on Hit",
                  "maxLine": "Consume Shock on Hit",
                  "maxShort": "Consume Shock on Hit",
                  "q20Line": "Consume Shock on Hit",
                  "q20Short": "Consume Shock on Hit",
                  "ggpkStatIds": [
                    "base_consume_enemy_shock_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "35% less Attack Speed",
                  "short": "35% less Attack Speed",
                  "maxLine": "35% less Attack Speed",
                  "maxShort": "35% less Attack Speed",
                  "q20Line": "35% less Attack Speed",
                  "q20Short": "35% less Attack Speed",
                  "ggpkStatIds": [
                    "supplementary_stat_container_attack_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Lightning damage",
                  "short": "Converts 60% of Physical damage to Lightning damage",
                  "maxLine": "Converts 60% of Physical damage to Lightning damage",
                  "maxShort": "Converts 60% of Physical damage to Lightning damage",
                  "q20Line": "Converts 60% of Physical damage to Lightning damage",
                  "q20Short": "Converts 60% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxLine": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxShort": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "ggpkStatIds": [
                    "all_exposure_on_hit_magnitude"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Charge length is 8.6 metres",
                  "short": "Charge length is 8.6 metres",
                  "maxLine": "Charge length is 8.6 metres",
                  "maxShort": "Charge length is 8.6 metres",
                  "q20Line": "Charge length is 8.6 metres",
                  "q20Short": "Charge length is 8.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Charge width is 1.8 metres",
                  "short": "Charge width is 1.8 metres",
                  "maxLine": "Charge width is 1.8 metres",
                  "maxShort": "Charge width is 1.8 metres",
                  "q20Line": "Charge width is 1.8 metres",
                  "q20Short": "Charge width is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Attack Speed",
                  "short": "(0 - 20)% increased Attack Speed",
                  "maxLine": "(0 - 20)% increased Attack Speed",
                  "maxShort": "(0 - 20)% increased Attack Speed",
                  "q20Line": "(0 - 20)% increased Attack Speed",
                  "q20Short": "(0 - 20)% increased Attack Speed",
                  "ggpkStatIds": [
                    "attack_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Lightning",
                "Area",
                "PerformsFinalStrike",
                "SkillConsumesShock",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shocked",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 21,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 163,
                    "end": 168,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 171,
                    "end": 186,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 205,
                    "end": 212,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 271,
                    "end": 298,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 299,
                    "end": 309,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 328,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 329,
                    "end": 336,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 26,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 89,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:954",
                "baseItemId": "Metadata/Items/Gem/SkillGemPrimalStrikes",
                "activeSkillId": "primal_strikes",
                "grantedEffectId": "PrimalStrikesPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PrimalStrikesSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/PrimalStrikesSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-557",
              "name": "Ruzhan, the Blazing Sword",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/52f851db3c04f8a3a4c58143.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.",
              "descriptionMarkup": "Summon Ruzhan, an invulnerable Flame Djinn [Minion], to do your bidding. Ruzhan emerges to [Strike] enemies with his greatsword whenever you use a damaging Skill, and casts devastating [Fire] [Spell|Spells] when [Command|Commanded] to do so.",
              "explicitMods": [
                {
                  "line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxLine": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxShort": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "ggpkStatIds": [
                    "djinn_damage_+%_final_per_number_of_damaging_skills_my_parent_has_used_recently"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                },
                {
                  "line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxLine": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxShort": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Minion",
                "CreatesMinion",
                "Fire",
                "Persistent",
                "HasReservation",
                "MinionsAreUndamagable",
                "CommandableMinion",
                "ReserveInAllSets"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "minion_commands",
                  "label": "Commanded",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 43,
                    "end": 51,
                    "raw": "[Minion]",
                    "leftKey": "Minion",
                    "label": "Minion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 91,
                    "end": 99,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 191,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 206,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 212,
                    "end": 231,
                    "raw": "[Command|Commanded]",
                    "leftKey": "Command",
                    "label": "Commanded",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Minion",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:557",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancySummonFireDjinn",
                "activeSkillId": "summon_fire_djinn",
                "grantedEffectId": "SummonFireDjinnPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressSummonFireDjinn.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Debuff inflicts lowered Lightning Resistance.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 13,
            "publishedCards": 6,
            "truncated": true,
            "matchTerms": [
              "Lightning Exposure",
              "Exposure"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/resistlightning-6b4238a2ae8fa017.webp",
            "definitionRow": 1178,
            "visualRow": 1060,
            "visualId": "lightning_exposure",
            "ggpkPath": "Art/2DArt/BuffIcons/resistlightning.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "e56191fdb06eebce779962efa62e1ce20bf5722910d44912a8e23240d1a6aac2"
          }
        },
        {
          "id": "exposure_elemental",
          "title": "Elemental Exposure",
          "description": "Lowered elemental Resistances.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2880,
            "id": "exposure_elemental",
            "rawName": "Elemental Exposure",
            "rawDescription": "Lowered elemental [Resistances].",
            "statIds": [
              "exposure_-_to_total_elemental_resistance",
              "is_exposed"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-106",
              "name": "Frost Bomb",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Cold · Damage · Multicastable · Totemable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/01ac8b4ab1bafb58bca58133.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eeb180ae430bc7bab6c4e6c8.webp",
              "description": "Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.",
              "descriptionMarkup": "Create a pulsing [Orb] of frost. Each pulse inflicts [ElementalDamage|Elemental] [Exposure|Exposure] on nearby enemies. When the [Orb]'s duration ends, it [DetonationTime|Detonates], dealing [Cold|Cold] damage to surrounding enemies and leaving behind a [Cold] [ElementalInfusion|Infusion].",
              "explicitMods": [
                {
                  "line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxLine": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "maxShort": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Line": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "q20Short": "Deals (7 - 238) to (11 - 358) Cold Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_cold_damage",
                    "spell_maximum_base_cold_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxLine": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "maxShort": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Line": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "q20Short": "Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxLine": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "maxShort": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Line": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "q20Short": "Pulse and explosion radius are (2.4 - 3.1) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Limit 1 Frost Bomb",
                  "short": "Limit 1 Frost Bomb",
                  "maxLine": "Limit 1 Frost Bomb",
                  "maxShort": "Limit 1 Frost Bomb",
                  "q20Line": "Limit 1 Frost Bomb",
                  "q20Short": "Limit 1 Frost Bomb",
                  "ggpkStatIds": [
                    "base_maximum_number_of_frost_bombs"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Exposure duration is 8 seconds",
                  "short": "Exposure duration is 8 seconds",
                  "maxLine": "Exposure duration is 8 seconds",
                  "maxShort": "Exposure duration is 8 seconds",
                  "q20Line": "Exposure duration is 8 seconds",
                  "q20Short": "Exposure duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxLine": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "maxShort": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Line": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "q20Short": "Cannot apply Exposure to enemies of level higher than (20 - 100)",
                  "ggpkStatIds": [
                    "frost_bomb_exposure_does_not_apply_to_enemies_of_level_higher_than_X"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                },
                {
                  "line": "Chills Enemies as though dealing 300% more damage",
                  "short": "Chills Enemies as though dealing 300% more damage",
                  "maxLine": "Chills Enemies as though dealing 300% more damage",
                  "maxShort": "Chills Enemies as though dealing 300% more damage",
                  "q20Line": "Chills Enemies as though dealing 300% more damage",
                  "q20Short": "Chills Enemies as though dealing 300% more damage",
                  "ggpkStatIds": [
                    "active_skill_chill_as_though_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 4 seconds",
                  "short": "Detonation Time is 4 seconds",
                  "maxLine": "Detonation Time is 4 seconds",
                  "maxShort": "Detonation Time is 4 seconds",
                  "q20Line": "Detonation Time is 4 seconds",
                  "q20Short": "Detonation Time is 4 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxLine": "+(0 - 10)% maximum Elemental Exposure applied",
                  "maxShort": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Line": "+(0 - 10)% maximum Elemental Exposure applied",
                  "q20Short": "+(0 - 10)% maximum Elemental Exposure applied",
                  "ggpkStatIds": [
                    "active_skill_all_elemental_exposure_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude",
                    "active_skill_all_elemental_exposure_compounding_magnitude_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                }
              ],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Cold",
                "Damage",
                "Multicastable",
                "Totemable",
                "Trappable",
                "Mineable",
                "Triggerable",
                "Cascadable",
                "AreaSpell",
                "Cooldown",
                "Orb",
                "Invokable",
                "UsableWhileMoving",
                "GeneratesInfusion",
                "GeneratesRemnants",
                "DetonatesAfterTime",
                "Limit"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "orb_skills",
                  "label": "Orb",
                  "source": "Orb_Skills",
                  "description": "Orb Skills create lasting effects at a location which damage enemies in an area around them.",
                  "url": "https://poe2db.tw/Orb_Skills",
                  "related": []
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonation_time",
                  "label": "Detonates",
                  "source": "Detonation_Time",
                  "description": "Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.",
                  "url": "https://poe2db.tw/Detonation_Time",
                  "related": [
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "cold",
                  "label": "Cold",
                  "source": "Cold",
                  "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                  "url": "https://poe2db.tw/Cold_Damage",
                  "related": []
                },
                {
                  "key": "elementalinfusion",
                  "label": "Infusion",
                  "source": "ElementalInfusion",
                  "description": "Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.",
                  "url": "https://poe2db.tw/us/Elemental_Infusions",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 17,
                    "end": 22,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 53,
                    "end": 80,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 100,
                    "raw": "[Exposure|Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 129,
                    "end": 134,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 155,
                    "end": 181,
                    "raw": "[DetonationTime|Detonates]",
                    "leftKey": "DetonationTime",
                    "label": "Detonates",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 191,
                    "end": 202,
                    "raw": "[Cold|Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 254,
                    "end": 260,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 261,
                    "end": 289,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  },
                  {
                    "start": 10,
                    "end": 15,
                    "raw": "[Orb]",
                    "leftKey": "Orb",
                    "label": "Orb",
                    "canonicalKey": "orb_skills",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 55,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 66,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 101,
                    "raw": "[DetonationTime|Detonating]",
                    "leftKey": "DetonationTime",
                    "label": "Detonating",
                    "canonicalKey": "detonation_time",
                    "resolved": true
                  },
                  {
                    "start": 120,
                    "end": 126,
                    "raw": "[Cold]",
                    "leftKey": "Cold",
                    "label": "Cold",
                    "canonicalKey": "cold",
                    "resolved": true
                  },
                  {
                    "start": 127,
                    "end": 155,
                    "raw": "[ElementalInfusion|Infusion]",
                    "leftKey": "ElementalInfusion",
                    "label": "Infusion",
                    "canonicalKey": "elementalinfusion",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:106",
                "baseItemId": "Metadata/Items/Gems/SkillGemFrostBomb",
                "activeSkillId": "frost_bomb",
                "grantedEffectId": "FrostBombPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/frost_bomb.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressFrostBomb.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/FrostBombSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-486",
              "name": "Molten Blast",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/54a915297094b1f35b0219e6.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2b156bdec4d4488dbde68126.webp",
              "description": "Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "descriptionMarkup": "Gouge molten rock from the ground and fling it at the target. The [Projectile] explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.",
              "explicitMods": [
                {
                  "line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxLine": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "maxShort": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Line": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "q20Short": "While Dual Wielding, fires twice as many Projectiles with 15% less attack speed",
                  "ggpkStatIds": [
                    "active_skill_attack_speed_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Explosion radius is 1.6 metres",
                  "short": "Explosion radius is 1.6 metres",
                  "maxLine": "Explosion radius is 1.6 metres",
                  "maxShort": "Explosion radius is 1.6 metres",
                  "q20Line": "Explosion radius is 1.6 metres",
                  "q20Short": "Explosion radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd"
                },
                {
                  "line": "Inflicts 200% more Flammability Magnitude",
                  "short": "Inflicts 200% more Flammability Magnitude",
                  "maxLine": "Inflicts 200% more Flammability Magnitude",
                  "maxShort": "Inflicts 200% more Flammability Magnitude",
                  "q20Line": "Inflicts 200% more Flammability Magnitude",
                  "q20Short": "Inflicts 200% more Flammability Magnitude",
                  "ggpkStatIds": [
                    "active_skill_ignite_chance_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "100% more Ignite duration",
                  "short": "100% more Ignite duration",
                  "maxLine": "100% more Ignite duration",
                  "maxShort": "100% more Ignite duration",
                  "q20Line": "100% more Ignite duration",
                  "q20Short": "100% more Ignite duration",
                  "ggpkStatIds": [
                    "active_skill_ignite_duration_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Fire damage",
                  "short": "Converts 60% of Physical damage to Fire damage",
                  "maxLine": "Converts 60% of Physical damage to Fire damage",
                  "maxShort": "Converts 60% of Physical damage to Fire damage",
                  "q20Line": "Converts 60% of Physical damage to Fire damage",
                  "q20Short": "Converts 60% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Fires 8 Projectiles",
                  "short": "Fires 8 Projectiles",
                  "maxLine": "Fires 8 Projectiles",
                  "maxShort": "Fires 8 Projectiles",
                  "q20Line": "Fires 8 Projectiles",
                  "q20Short": "Fires 8 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Number of Projectiles cannot be modified",
                  "short": "Number of Projectiles cannot be modified",
                  "maxLine": "Number of Projectiles cannot be modified",
                  "maxShort": "Number of Projectiles cannot be modified",
                  "q20Line": "Number of Projectiles cannot be modified",
                  "q20Short": "Number of Projectiles cannot be modified",
                  "ggpkStatIds": [
                    "number_of_projectiles_cannot_be_modified"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxLine": "(0 - 30)% chance to inflict Exposure on Hit",
                  "maxShort": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Line": "(0 - 30)% chance to inflict Exposure on Hit",
                  "q20Short": "(0 - 30)% chance to inflict Exposure on Hit",
                  "ggpkStatIds": [
                    "inflict_exposure_on_hit_%_chance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Triggerable",
                "Fire",
                "AttackInPlace",
                "RangedAttack"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "projectile",
                  "label": "Projectile",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 66,
                    "end": 78,
                    "raw": "[Projectile]",
                    "leftKey": "Projectile",
                    "label": "Projectile",
                    "canonicalKey": "projectile",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:486",
                "baseItemId": "Metadata/Items/Gem/SkillGemMoltenBlast",
                "activeSkillId": "molten_blast",
                "grantedEffectId": "MoltenBlastPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/molten_blast/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteMoltenBlast.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BruteMoltenBlastSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-978",
              "name": "Oil Barrage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/37dd71be8536cad96e4eeb1b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/0e17cbf604cc0be283109492.webp",
              "description": "Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.",
              "descriptionMarkup": "[Shapeshift] into a [Wyvern] and spit [Oil] at enemies, creating [OilGround|Oil Ground] where the [Projectile|Projectiles] land. Consumes [Charges|Power Charges] if possible to instead [Channelling|Channel] a sustained barrage of electrified [Oil] that does not create [OilGround|Oil Ground]. [Projectile|Projectiles] are fired in sequence, allowing multiple [Projectile|Projectiles] to [Hit] the same target.",
              "explicitMods": [
                {
                  "line": "Oil spray radius is 2.1 metres",
                  "short": "Oil spray radius is 2.1 metres",
                  "maxLine": "Oil spray radius is 2.1 metres",
                  "maxShort": "Oil spray radius is 2.1 metres",
                  "q20Line": "Oil spray radius is 2.1 metres",
                  "q20Short": "Oil spray radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Channelling ends after one group of Projectiles",
                  "short": "Channelling ends after one group of Projectiles",
                  "maxLine": "Channelling ends after one group of Projectiles",
                  "maxShort": "Channelling ends after one group of Projectiles",
                  "q20Line": "Channelling ends after one group of Projectiles",
                  "q20Short": "Channelling ends after one group of Projectiles",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd"
                },
                {
                  "line": "Fires 3 Projectiles",
                  "short": "Fires 3 Projectiles",
                  "maxLine": "Fires 3 Projectiles",
                  "maxShort": "Fires 3 Projectiles",
                  "q20Line": "Fires 3 Projectiles",
                  "q20Short": "Fires 3 Projectiles",
                  "ggpkStatIds": [
                    "base_number_of_projectiles",
                    "skill_can_fire_arrows",
                    "quality_display_base_number_of_projectiles_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 20%",
                  "short": "Oil Slows enemy movement speed by 20%",
                  "maxLine": "Oil Slows enemy movement speed by 20%",
                  "maxShort": "Oil Slows enemy movement speed by 20%",
                  "q20Line": "Oil Slows enemy movement speed by 20%",
                  "q20Short": "Oil Slows enemy movement speed by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground radius is 2.1 metres",
                  "short": "Oil Ground radius is 2.1 metres",
                  "maxLine": "Oil Ground radius is 2.1 metres",
                  "maxShort": "Oil Ground radius is 2.1 metres",
                  "q20Line": "Oil Ground radius is 2.1 metres",
                  "q20Short": "Oil Ground radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Impact radius is 2.1 metres",
                  "short": "Impact radius is 2.1 metres",
                  "maxLine": "Impact radius is 2.1 metres",
                  "maxShort": "Impact radius is 2.1 metres",
                  "q20Line": "Impact radius is 2.1 metres",
                  "q20Short": "Impact radius is 2.1 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Oil duration is 6 seconds",
                  "short": "Oil duration is 6 seconds",
                  "maxLine": "Oil duration is 6 seconds",
                  "maxShort": "Oil duration is 6 seconds",
                  "q20Line": "Oil duration is 6 seconds",
                  "q20Short": "Oil duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxLine": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "maxShort": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Line": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "q20Short": "Consumes a Power Charge every 1.5 seconds to continue Channelling",
                  "ggpkStatIds": [
                    "electric_spit_empowered_channel_consume_power_charge_per_X_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxLine": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "maxShort": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Line": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "q20Short": "Exposure lowers Total Elemental Resistances by an additional (0 - 5)%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Projectile",
                "ProjectilesFromUser",
                "Damage",
                "Area",
                "RangedAttack",
                "Channel",
                "Shapeshift",
                "Wyvern",
                "ConsumesCharges",
                "SkillConsumesPowerChargesOnUse",
                "CreatesGroundEffect",
                "Sustained"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "wyvern_form",
                  "label": "Wyvern",
                  "source": "Wyvern_Form",
                  "description": "Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.\nWhile in Wyvern form, you gain:\n• 50% increased Stun Threshold\n• 50% increased Elemental Ailment Threshold\n• 50% faster start of Energy Shield Recharge",
                  "url": "https://poe2db.tw/Wyvern_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "stunthreshold",
                      "label": "StunThreshold",
                      "description": "Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.",
                      "url": "https://poe2db.tw/us/Player_Stun_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fasteresrechargestart",
                      "label": "FasterESRechargeStart",
                      "description": "Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.",
                      "url": "https://poe2db.tw/us/Faster_Start_of_Energy_Shield_Recharge",
                      "related": [
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": [
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "Oil Ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "projectile",
                  "label": "Projectiles",
                  "source": "Projectile",
                  "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                  "url": "https://poe2db.tw/Projectile",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Power Charges",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "channelling",
                  "label": "Channel",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 65,
                    "end": 87,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 122,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 138,
                    "end": 161,
                    "raw": "[Charges|Power Charges]",
                    "leftKey": "Charges",
                    "label": "Power Charges",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 206,
                    "raw": "[Channelling|Channel]",
                    "leftKey": "Channelling",
                    "label": "Channel",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 242,
                    "end": 247,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 269,
                    "end": 291,
                    "raw": "[OilGround|Oil Ground]",
                    "leftKey": "OilGround",
                    "label": "Oil Ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 293,
                    "end": 317,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 359,
                    "end": 383,
                    "raw": "[Projectile|Projectiles]",
                    "leftKey": "Projectile",
                    "label": "Projectiles",
                    "canonicalKey": "projectile",
                    "resolved": true
                  },
                  {
                    "start": 387,
                    "end": 392,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 28,
                    "raw": "[Wyvern]",
                    "leftKey": "Wyvern",
                    "label": "Wyvern",
                    "canonicalKey": "wyvern_form",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:978",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilBarrage",
                "activeSkillId": "oil_barrage",
                "grantedEffectId": "OilBarragePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_1.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_barrage/statset_2.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidElectricSpittle.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/DruidElectricSpittleSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-370",
              "name": "Oil Grenade",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fe778c964ba09af35ffa73ec.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/40b49059ee6a0177886dac46.webp",
              "description": "Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.",
              "descriptionMarkup": "Fire a bouncing [Grenade] that bursts in a spray of [Oil] when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the [OilGround|ground] and nearby enemies in [Oil]. Oil created this way can be [Ignite|Ignited] by [Detonator] Skills or [IgnitedGround|Ignited Ground].",
              "explicitMods": [
                {
                  "line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxLine": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "maxShort": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Line": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "q20Short": "Damage and Oil spray radius is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Oil Duration is 6 seconds",
                  "short": "Oil Duration is 6 seconds",
                  "maxLine": "Oil Duration is 6 seconds",
                  "maxShort": "Oil Duration is 6 seconds",
                  "q20Line": "Oil Duration is 6 seconds",
                  "q20Short": "Oil Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd"
                },
                {
                  "line": "Projectiles cannot Fork",
                  "short": "Projectiles cannot Fork",
                  "maxLine": "Projectiles cannot Fork",
                  "maxShort": "Projectiles cannot Fork",
                  "q20Line": "Projectiles cannot Fork",
                  "q20Short": "Projectiles cannot Fork",
                  "ggpkStatIds": [
                    "projectiles_cannot_fork"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil Slows enemy movement speed by 40%",
                  "short": "Oil Slows enemy movement speed by 40%",
                  "maxLine": "Oil Slows enemy movement speed by 40%",
                  "maxShort": "Oil Slows enemy movement speed by 40%",
                  "q20Line": "Oil Slows enemy movement speed by 40%",
                  "q20Short": "Oil Slows enemy movement speed by 40%",
                  "ggpkStatIds": [
                    "skill_base_oil_movement_speed_+%_final_to_apply"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxLine": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "maxShort": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Line": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "q20Short": "Oil applies Exposure, lowering Total Elemental Resistances by 20%",
                  "ggpkStatIds": [
                    "skill_base_oil_exposure_-_to_total_elemental_resistance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Detonation Time is 1.6 seconds",
                  "short": "Detonation Time is 1.6 seconds",
                  "maxLine": "Detonation Time is 1.6 seconds",
                  "maxShort": "Detonation Time is 1.6 seconds",
                  "q20Line": "Detonation Time is 1.6 seconds",
                  "q20Short": "Detonation Time is 1.6 seconds",
                  "ggpkStatIds": [
                    "base_skill_detonation_time"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Oil Ground is (2 - 2.6) metres",
                  "short": "Oil Ground is (2 - 2.6) metres",
                  "maxLine": "Oil Ground is (2 - 2.6) metres",
                  "maxShort": "Oil Ground is (2 - 2.6) metres",
                  "q20Line": "Oil Ground is (2 - 2.6) metres",
                  "q20Short": "Oil Ground is (2 - 2.6) metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Oil Ground Duration is 6 seconds",
                  "short": "Oil Ground Duration is 6 seconds",
                  "maxLine": "Oil Ground Duration is 6 seconds",
                  "maxShort": "Oil Ground Duration is 6 seconds",
                  "q20Line": "Oil Ground Duration is 6 seconds",
                  "q20Short": "Oil Ground Duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                },
                {
                  "line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxLine": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "maxShort": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Line": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "q20Short": "Once Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite",
                  "ggpkStatIds": [
                    "skill_main_hand_total_attack_fire_damage_permyriad_to_add_as_unscalable_damage_to_oil_ground_ignite"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxLine": "(0 - 20)% increased Cooldown Recovery Rate",
                  "maxShort": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Line": "(0 - 20)% increased Cooldown Recovery Rate",
                  "q20Short": "(0 - 20)% increased Cooldown Recovery Rate",
                  "ggpkStatIds": [
                    "base_cooldown_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "RangedAttack",
                "Area",
                "ProjectileNumber",
                "ProjectileSpeed",
                "Cooldown",
                "Duration",
                "Grenade",
                "Fire",
                "UsableWhileMoving",
                "CreatesGroundEffect",
                "DetonatesAfterTime",
                "Projectile",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "grenade",
                  "label": "Grenade",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                },
                {
                  "key": "oil",
                  "label": "Oil",
                  "source": "Oil",
                  "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                  "url": "https://poe2db.tw/us/Covered_in_Oil",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": []
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "oil_ground",
                  "label": "ground",
                  "source": "Oil_Ground",
                  "description": "Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure .\nIgnited enemies, Ignited Ground , or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .",
                  "url": "https://poe2db.tw/Oil_Ground",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "exposure",
                      "label": "Exposure",
                      "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                      "url": "https://poe2db.tw/Exposure",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "total",
                          "label": "Total",
                          "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                          "url": "https://poe2db.tw/us/Stat_Totals",
                          "related": []
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignitedground",
                      "label": "IgnitedGround",
                      "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                      "url": "https://poe2db.tw/us/Ignited_Ground",
                      "related": [
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "detonator_skills",
                      "label": "Detonator_Skills",
                      "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                      "url": "https://poe2db.tw/Detonator_Skills",
                      "related": [
                        {
                          "key": "oil",
                          "label": "Oil",
                          "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                          "url": "https://poe2db.tw/us/Covered_in_Oil",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "exposure",
                              "label": "Exposure",
                              "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                              "url": "https://poe2db.tw/Exposure",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignited",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "detonator_skills",
                  "label": "Detonator",
                  "source": "Detonator_Skills",
                  "description": "Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.",
                  "url": "https://poe2db.tw/Detonator_Skills",
                  "related": [
                    {
                      "key": "oil",
                      "label": "Oil",
                      "description": "Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.\nIgnited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .",
                      "url": "https://poe2db.tw/us/Covered_in_Oil",
                      "related": [
                        {
                          "key": "slow",
                          "label": "Slow",
                          "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                          "url": "https://poe2db.tw/Slow",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "exposure",
                          "label": "Exposure",
                          "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                          "url": "https://poe2db.tw/Exposure",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "total",
                              "label": "Total",
                              "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                              "url": "https://poe2db.tw/us/Stat_Totals",
                              "related": []
                            },
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignited_ground",
                  "label": "Ignited Ground",
                  "source": "Ignited_Ground",
                  "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                  "url": "https://poe2db.tw/Ignited_Ground",
                  "related": [
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": [
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ignite",
                      "label": "Ignite",
                      "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                      "url": "https://poe2db.tw/Ignite",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "penetration",
                          "label": "Penetration",
                          "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                          "url": "https://poe2db.tw/us/Resistance_Penetration",
                          "related": [
                            {
                              "key": "resistances",
                              "label": "Resistances",
                              "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                              "url": "https://poe2db.tw/Resistances",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 57,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 149,
                    "end": 167,
                    "raw": "[OilGround|ground]",
                    "leftKey": "OilGround",
                    "label": "ground",
                    "canonicalKey": "oil_ground",
                    "resolved": true
                  },
                  {
                    "start": 190,
                    "end": 195,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  },
                  {
                    "start": 225,
                    "end": 241,
                    "raw": "[Ignite|Ignited]",
                    "leftKey": "Ignite",
                    "label": "Ignited",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 245,
                    "end": 256,
                    "raw": "[Detonator]",
                    "leftKey": "Detonator",
                    "label": "Detonator",
                    "canonicalKey": "detonator_skills",
                    "resolved": true
                  },
                  {
                    "start": 267,
                    "end": 297,
                    "raw": "[IgnitedGround|Ignited Ground]",
                    "leftKey": "IgnitedGround",
                    "label": "Ignited Ground",
                    "canonicalKey": "ignited_ground",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 25,
                    "raw": "[Grenade]",
                    "leftKey": "Grenade",
                    "label": "Grenade",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 38,
                    "end": 43,
                    "raw": "[Oil]",
                    "leftKey": "Oil",
                    "label": "Oil",
                    "canonicalKey": "oil",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:370",
                "baseItemId": "Metadata/Items/Gem/SkillGemOilGrenade",
                "activeSkillId": "oil_grenade",
                "grantedEffectId": "OilGrenadePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/oil_grenade/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/OilGrenade.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/OilGrenadeMercGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-954",
              "name": "Primal Strikes",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c70e47d0f314f063642b6847.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a83b4b17b71b9b4ee56cd2c5.webp",
              "description": "Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.",
              "descriptionMarkup": "Perform a [Lightning]-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they [Hit] a [Shock|Shocked] enemy and refresh [Shock] duration. The third attack is a large swipe that inflicts [ElementalDamage|Elemental] [Exposure], and can [Consume] [Shock] to conjure a stampede of spirits.",
              "explicitMods": [
                {
                  "line": "+0.5 metres to Melee Strike Range",
                  "short": "+0.5 metres to Melee Strike Range",
                  "maxLine": "+0.5 metres to Melee Strike Range",
                  "maxShort": "+0.5 metres to Melee Strike Range",
                  "q20Line": "+0.5 metres to Melee Strike Range",
                  "q20Short": "+0.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 40% of Physical damage to Lightning damage",
                  "short": "Converts 40% of Physical damage to Lightning damage",
                  "maxLine": "Converts 40% of Physical damage to Lightning damage",
                  "maxShort": "Converts 40% of Physical damage to Lightning damage",
                  "q20Line": "Converts 40% of Physical damage to Lightning damage",
                  "q20Short": "Converts 40% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "+1.5 metres to Melee Strike Range",
                  "short": "+1.5 metres to Melee Strike Range",
                  "maxLine": "+1.5 metres to Melee Strike Range",
                  "maxShort": "+1.5 metres to Melee Strike Range",
                  "q20Line": "+1.5 metres to Melee Strike Range",
                  "q20Short": "+1.5 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+(1.5 - 2) metres to Melee Strike Range",
                  "short": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxLine": "+(1.5 - 2) metres to Melee Strike Range",
                  "maxShort": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Line": "+(1.5 - 2) metres to Melee Strike Range",
                  "q20Short": "+(1.5 - 2) metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Consume Shock on Hit",
                  "short": "Consume Shock on Hit",
                  "maxLine": "Consume Shock on Hit",
                  "maxShort": "Consume Shock on Hit",
                  "q20Line": "Consume Shock on Hit",
                  "q20Short": "Consume Shock on Hit",
                  "ggpkStatIds": [
                    "base_consume_enemy_shock_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "35% less Attack Speed",
                  "short": "35% less Attack Speed",
                  "maxLine": "35% less Attack Speed",
                  "maxShort": "35% less Attack Speed",
                  "q20Line": "35% less Attack Speed",
                  "q20Short": "35% less Attack Speed",
                  "ggpkStatIds": [
                    "supplementary_stat_container_attack_speed_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Converts 60% of Physical damage to Lightning damage",
                  "short": "Converts 60% of Physical damage to Lightning damage",
                  "maxLine": "Converts 60% of Physical damage to Lightning damage",
                  "maxShort": "Converts 60% of Physical damage to Lightning damage",
                  "q20Line": "Converts 60% of Physical damage to Lightning damage",
                  "q20Short": "Converts 60% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxLine": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "maxShort": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Line": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "q20Short": "Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by 50%",
                  "ggpkStatIds": [
                    "all_exposure_on_hit_magnitude"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Charge length is 8.6 metres",
                  "short": "Charge length is 8.6 metres",
                  "maxLine": "Charge length is 8.6 metres",
                  "maxShort": "Charge length is 8.6 metres",
                  "q20Line": "Charge length is 8.6 metres",
                  "q20Short": "Charge length is 8.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Charge width is 1.8 metres",
                  "short": "Charge width is 1.8 metres",
                  "maxLine": "Charge width is 1.8 metres",
                  "maxShort": "Charge width is 1.8 metres",
                  "q20Line": "Charge width is 1.8 metres",
                  "q20Short": "Charge width is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% increased Attack Speed",
                  "short": "(0 - 20)% increased Attack Speed",
                  "maxLine": "(0 - 20)% increased Attack Speed",
                  "maxShort": "(0 - 20)% increased Attack Speed",
                  "q20Line": "(0 - 20)% increased Attack Speed",
                  "q20Short": "(0 - 20)% increased Attack Speed",
                  "ggpkStatIds": [
                    "attack_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Lightning",
                "Area",
                "PerformsFinalStrike",
                "SkillConsumesShock",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shocked",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "elementaldamage",
                  "label": "Elemental",
                  "source": "ElementalDamage",
                  "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                  "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                  "related": [
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "exposure",
                  "label": "Exposure",
                  "source": "Exposure",
                  "description": "Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.\nHigher Rarity enemies are less affected by Exposure:\n15% less Exposure effect on Magic monsters\n30% less Exposure effect on Rare monsters\n50% less Exposure effect on Unique monsters",
                  "url": "https://poe2db.tw/Exposure",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "total",
                      "label": "Total",
                      "description": "The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.",
                      "url": "https://poe2db.tw/us/Stat_Totals",
                      "related": []
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "chaos_damage",
                          "label": "Chaos_Damage",
                          "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                          "url": "https://poe2db.tw/Chaos_Damage",
                          "related": [
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "rarity",
                      "label": "Rarity",
                      "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                      "url": "https://poe2db.tw/Rarity",
                      "related": [
                        {
                          "key": "itemrarity",
                          "label": "ItemRarity",
                          "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                          "url": "https://poe2db.tw/us/Item_Rarity",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "spear",
                  "label": "Spear",
                  "source": "Spear",
                  "description": "Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.\nSpear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.",
                  "url": "https://poe2db.tw/us/Spears",
                  "related": [
                    {
                      "key": "one_handed",
                      "label": "One-Handed",
                      "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                      "url": "https://poe2db.tw/us/One-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 10,
                    "end": 21,
                    "raw": "[Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 163,
                    "end": 168,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 171,
                    "end": 186,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 205,
                    "end": 212,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 271,
                    "end": 298,
                    "raw": "[ElementalDamage|Elemental]",
                    "leftKey": "ElementalDamage",
                    "label": "Elemental",
                    "canonicalKey": "elementaldamage",
                    "resolved": true
                  },
                  {
                    "start": 299,
                    "end": 309,
                    "raw": "[Exposure]",
                    "leftKey": "Exposure",
                    "label": "Exposure",
                    "canonicalKey": "exposure",
                    "resolved": true
                  },
                  {
                    "start": 319,
                    "end": 328,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 329,
                    "end": 336,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 19,
                    "end": 26,
                    "raw": "[Spear]",
                    "leftKey": "Spear",
                    "label": "Spear",
                    "canonicalKey": "spear",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 89,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:954",
                "baseItemId": "Metadata/Items/Gem/SkillGemPrimalStrikes",
                "activeSkillId": "primal_strikes",
                "grantedEffectId": "PrimalStrikesPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/primal_strikes.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PrimalStrikesSkillIcon.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/PrimalStrikesSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-557",
              "name": "Ruzhan, the Blazing Sword",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/52f851db3c04f8a3a4c58143.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.",
              "descriptionMarkup": "Summon Ruzhan, an invulnerable Flame Djinn [Minion], to do your bidding. Ruzhan emerges to [Strike] enemies with his greatsword whenever you use a damaging Skill, and casts devastating [Fire] [Spell|Spells] when [Command|Commanded] to do so.",
              "explicitMods": [
                {
                  "line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxLine": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "maxShort": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Line": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "q20Short": "Ruzhan deals 10% more damage for each damaging Skill you've used Recently",
                  "ggpkStatIds": [
                    "djinn_damage_+%_final_per_number_of_damaging_skills_my_parent_has_used_recently"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                },
                {
                  "line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxLine": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "maxShort": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Line": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "q20Short": "Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure",
                  "ggpkStatIds": [
                    "skill_specific_stat_description_mode"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Minion",
                "CreatesMinion",
                "Fire",
                "Persistent",
                "HasReservation",
                "MinionsAreUndamagable",
                "CommandableMinion",
                "ReserveInAllSets"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "fire",
                  "label": "Fire",
                  "source": "Fire",
                  "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                  "url": "https://poe2db.tw/Fire_Damage",
                  "related": []
                },
                {
                  "key": "minion_commands",
                  "label": "Commanded",
                  "source": "Minion_Commands",
                  "description": "Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.",
                  "url": "https://poe2db.tw/Minion_Commands",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 43,
                    "end": 51,
                    "raw": "[Minion]",
                    "leftKey": "Minion",
                    "label": "Minion",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 91,
                    "end": 99,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 185,
                    "end": 191,
                    "raw": "[Fire]",
                    "leftKey": "Fire",
                    "label": "Fire",
                    "canonicalKey": "fire",
                    "resolved": true
                  },
                  {
                    "start": 192,
                    "end": 206,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 212,
                    "end": 231,
                    "raw": "[Command|Commanded]",
                    "leftKey": "Command",
                    "label": "Commanded",
                    "canonicalKey": "minion_commands",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Minion",
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:557",
                "baseItemId": "Metadata/Items/Gem/SkillGemAscendancySummonFireDjinn",
                "activeSkillId": "summon_fire_djinn",
                "grantedEffectId": "SummonFireDjinnPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/summon_fire_djinn.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/SorceressSummonFireDjinn.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            }
          ],
          "supports": [],
          "visibleRules": [
            {
              "text": "Lowered elemental Resistances.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 13,
            "publishedCards": 6,
            "truncated": true,
            "matchTerms": [
              "Elemental Exposure",
              "Exposure"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/genericelementalexposure-1b91f8651010da07.webp",
            "definitionRow": 2880,
            "visualRow": 2548,
            "visualId": "elemental_exposure",
            "ggpkPath": "Art/2DArt/BuffIcons/GenericElementalExposure.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "b2d63ceeece34ff9dc44ffb1736737cb740d516922409191768de82c027b1f72"
          }
        },
        {
          "id": "withered",
          "title": "Withered",
          "description": "Debuff inflicts increased Chaos damage taken.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 501,
            "id": "withered",
            "rawName": "Withered",
            "rawDescription": "Debuff inflicts increased [Chaos] damage taken.",
            "statIds": [
              "chaos_damage_taken_+%",
              "fire_damage_taken_+%",
              "damage_+%"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1066",
              "name": "His Foul Emergence",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/65a9a6d655fea38fceec616d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.",
              "descriptionMarkup": "Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving [WitheringGround|Withering Ground] in its wake. Targeting close to you will cause you to jump back as you cast.",
              "explicitMods": [
                {
                  "line": "Deals (22 - 744) to (40 - 1381) Chaos Damage",
                  "short": "Deals (22 - 744) to (40 - 1381) Chaos Damage",
                  "maxLine": "Deals (22 - 744) to (40 - 1381) Chaos Damage",
                  "maxShort": "Deals (22 - 744) to (40 - 1381) Chaos Damage",
                  "q20Line": "Deals (22 - 744) to (40 - 1381) Chaos Damage",
                  "q20Short": "Deals (22 - 744) to (40 - 1381) Chaos Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_chaos_damage",
                    "spell_maximum_base_chaos_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/his_foul_emergence.csd"
                },
                {
                  "line": "Deals (12 - 425) to (19 - 638) Physical Damage",
                  "short": "Deals (12 - 425) to (19 - 638) Physical Damage",
                  "maxLine": "Deals (12 - 425) to (19 - 638) Physical Damage",
                  "maxShort": "Deals (12 - 425) to (19 - 638) Physical Damage",
                  "q20Line": "Deals (12 - 425) to (19 - 638) Physical Damage",
                  "q20Short": "Deals (12 - 425) to (19 - 638) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/his_foul_emergence.csd"
                },
                {
                  "line": "Emergence radius is 2.8 metres",
                  "short": "Emergence radius is 2.8 metres",
                  "maxLine": "Emergence radius is 2.8 metres",
                  "maxShort": "Emergence radius is 2.8 metres",
                  "q20Line": "Emergence radius is 2.8 metres",
                  "q20Short": "Emergence radius is 2.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/his_foul_emergence.csd"
                },
                {
                  "line": "Withering Ground duration is 8 seconds",
                  "short": "Withering Ground duration is 8 seconds",
                  "maxLine": "Withering Ground duration is 8 seconds",
                  "maxShort": "Withering Ground duration is 8 seconds",
                  "q20Line": "Withering Ground duration is 8 seconds",
                  "q20Short": "Withering Ground duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/his_foul_emergence.csd"
                },
                {
                  "line": "Withered lasts 10 seconds",
                  "short": "Withered lasts 10 seconds",
                  "maxLine": "Withered lasts 10 seconds",
                  "maxShort": "Withered lasts 10 seconds",
                  "q20Line": "Withered lasts 10 seconds",
                  "q20Short": "Withered lasts 10 seconds",
                  "ggpkStatIds": [
                    "active_skill_withered_base_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+1 second to Total Cast Time",
                  "short": "+1 second to Total Cast Time",
                  "maxLine": "+1 second to Total Cast Time",
                  "maxShort": "+1 second to Total Cast Time",
                  "q20Line": "+1 second to Total Cast Time",
                  "q20Short": "+1 second to Total Cast Time",
                  "ggpkStatIds": [
                    "total_cast_time_+_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "+(0 - 1) second to Withering Ground duration",
                  "short": "+(0 - 1) second to Withering Ground duration",
                  "maxLine": "+(0 - 1) second to Withering Ground duration",
                  "maxShort": "+(0 - 1) second to Withering Ground duration",
                  "q20Line": "+(0 - 1) second to Withering Ground duration",
                  "q20Short": "+(0 - 1) second to Withering Ground duration",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/his_foul_emergence.csd"
                }
              ],
              "tags": [
                "Spell",
                "Damage",
                "Area",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Physical",
                "Chaos",
                "Cascadable",
                "Unleashable",
                "AreaSpell",
                "Invokable",
                "Cooldown",
                "Duration",
                "CreatesGroundEffect"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 130,
                    "end": 164,
                    "raw": "[WitheringGround|Withering Ground]",
                    "leftKey": "WitheringGround",
                    "label": "Withering Ground",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "WitheringGround"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1066",
                "baseItemId": "Metadata/Items/Gems/SkillGemHisFoulEmergence",
                "activeSkillId": "his_foul_emergence",
                "grantedEffectId": "HisFoulEmergencePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/his_foul_emergence.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ScreamingDevastation.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1115",
              "name": "Archon of Chayula",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · Duration · HasUsageCondition · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/37361a709beb1fe2bf17f80f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Build Glory by dealing Chaos damage to enemies. When you have maximum Glory, you can entreat the Dreamer to inhabit you, briefly becoming his Archon.",
              "descriptionMarkup": "Build [Glory] by dealing [Chaos] damage to enemies. When you have maximum [Glory], you can entreat the Dreamer to inhabit you, briefly becoming his [Archon].",
              "explicitMods": [
                {
                  "line": "Requires 100 Glory to use",
                  "short": "Requires 100 Glory to use",
                  "maxLine": "Requires 100 Glory to use",
                  "maxShort": "Requires 100 Glory to use",
                  "q20Line": "Requires 100 Glory to use",
                  "q20Short": "Requires 100 Glory to use",
                  "ggpkStatIds": [
                    "active_skill_requires_X_glory"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy",
                  "short": "Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy",
                  "maxLine": "Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy",
                  "maxShort": "Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy",
                  "q20Line": "Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy",
                  "q20Short": "Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy",
                  "ggpkStatIds": [
                    "active_skill_generates_mp_%_glory_per_chaos_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Grants 20% more Physical and Chaos damage",
                  "short": "Grants 20% more Physical and Chaos damage",
                  "maxLine": "Grants 20% more Physical and Chaos damage",
                  "maxShort": "Grants 20% more Physical and Chaos damage",
                  "q20Line": "Grants 20% more Physical and Chaos damage",
                  "q20Short": "Grants 20% more Physical and Chaos damage",
                  "ggpkStatIds": [
                    "archon_of_chayula_physical_and_chaos_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Grants 25% chance to Wither enemies for 4 seconds on Hit",
                  "short": "Grants 25% chance to Wither enemies for 4 seconds on Hit",
                  "maxLine": "Grants 25% chance to Wither enemies for 4 seconds on Hit",
                  "maxShort": "Grants 25% chance to Wither enemies for 4 seconds on Hit",
                  "q20Line": "Grants 25% chance to Wither enemies for 4 seconds on Hit",
                  "q20Short": "Grants 25% chance to Wither enemies for 4 seconds on Hit",
                  "ggpkStatIds": [
                    "archon_of_chayula_withered_on_hit_for_4_seconds_%_chance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Trigger Chayula's Will every 3 seconds",
                  "short": "Trigger Chayula's Will every 3 seconds",
                  "maxLine": "Trigger Chayula's Will every 3 seconds",
                  "maxShort": "Trigger Chayula's Will every 3 seconds",
                  "q20Line": "Trigger Chayula's Will every 3 seconds",
                  "q20Short": "Trigger Chayula's Will every 3 seconds",
                  "ggpkStatIds": [
                    "archon_of_chayula_spawn_chaos_tornado_interval_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Tornado radius is 2.8 metres",
                  "short": "Tornado radius is 2.8 metres",
                  "maxLine": "Tornado radius is 2.8 metres",
                  "maxShort": "Tornado radius is 2.8 metres",
                  "q20Line": "Tornado radius is 2.8 metres",
                  "q20Short": "Tornado radius is 2.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/archon_of_chayula_tornado.csd"
                },
                {
                  "line": "Tornado duration is 8 seconds",
                  "short": "Tornado duration is 8 seconds",
                  "maxLine": "Tornado duration is 8 seconds",
                  "maxShort": "Tornado duration is 8 seconds",
                  "q20Line": "Tornado duration is 8 seconds",
                  "q20Short": "Tornado duration is 8 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/archon_of_chayula_tornado.csd"
                },
                {
                  "line": "Converts 70% of Physical damage to Chaos damage",
                  "short": "Converts 70% of Physical damage to Chaos damage",
                  "maxLine": "Converts 70% of Physical damage to Chaos damage",
                  "maxShort": "Converts 70% of Physical damage to Chaos damage",
                  "q20Line": "Converts 70% of Physical damage to Chaos damage",
                  "q20Short": "Converts 70% of Physical damage to Chaos damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_chaos"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Grants (0 - 5)% more Physical and Chaos damage",
                  "short": "Grants (0 - 5)% more Physical and Chaos damage",
                  "maxLine": "Grants (0 - 5)% more Physical and Chaos damage",
                  "maxShort": "Grants (0 - 5)% more Physical and Chaos damage",
                  "q20Line": "Grants (0 - 5)% more Physical and Chaos damage",
                  "q20Short": "Grants (0 - 5)% more Physical and Chaos damage",
                  "ggpkStatIds": [
                    "archon_of_chayula_physical_and_chaos_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Buff",
                "Duration",
                "HasUsageCondition",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "glory",
                  "label": "Glory",
                  "source": "Glory",
                  "description": "Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.\nDifferent Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.",
                  "url": "https://poe2db.tw/Glory",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "banner_skills",
                      "label": "Banner_Skills",
                      "description": "Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the Power of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas.\nNormally you have a limit of a single Banner placed at one time.",
                      "url": "https://poe2db.tw/Banner_Skills",
                      "related": [
                        {
                          "key": "power",
                          "label": "Power",
                          "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                          "url": "https://poe2db.tw/us/Monster_Power",
                          "related": [
                            {
                              "key": "rarity",
                              "label": "Rarity",
                              "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                              "url": "https://poe2db.tw/Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "chaos_damage",
                  "label": "Chaos",
                  "source": "Chaos_Damage",
                  "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                  "url": "https://poe2db.tw/Chaos_Damage",
                  "related": [
                    {
                      "key": "damagetypes",
                      "label": "DamageTypes",
                      "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                      "url": "https://poe2db.tw/us/Damage_Types",
                      "related": [
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "archon",
                  "label": "Archon",
                  "source": "Archon",
                  "description": "Archons are a type of Buff that significantly augment your prowess with a certain type of Skills, such as Elemental Spells or Plant Skills .\nBy default, each Archon Buff lasts 10 seconds.\nYou cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.",
                  "url": "https://poe2db.tw/us/Archon_Buff",
                  "related": [
                    {
                      "key": "elementalarchon",
                      "label": "ElementalArchon",
                      "description": "Elemental Archon is a type of Archon Buff . It grants:\n• 25% more Elemental Damage with Spells\n• Cannot deal Non-Elemental Damage with Spells\n• Hits with Spells cause 100% more Freeze Buildup\n• Spells have 100% more Flammability Magnitude\n• Hits with Spells have 100% more Shock chance\nUsing a non-instant Attack causes Elemental Archon to be removed immediately.",
                      "url": "https://poe2db.tw/us/Elemental_Archon",
                      "related": [
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "flammability",
                          "label": "Flammability",
                          "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                          "url": "https://poe2db.tw/Flammability",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "ignitedground",
                              "label": "IgnitedGround",
                              "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Ignited_Ground",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 6,
                    "end": 13,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 32,
                    "raw": "[Chaos]",
                    "leftKey": "Chaos",
                    "label": "Chaos",
                    "canonicalKey": "chaos_damage",
                    "resolved": true
                  },
                  {
                    "start": 74,
                    "end": 81,
                    "raw": "[Glory]",
                    "leftKey": "Glory",
                    "label": "Glory",
                    "canonicalKey": "glory",
                    "resolved": true
                  },
                  {
                    "start": 148,
                    "end": 156,
                    "raw": "[Archon]",
                    "leftKey": "Archon",
                    "label": "Archon",
                    "canonicalKey": "archon",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1115",
                "baseItemId": "Metadata/Items/Gems/SkillGemArchonOfChayula",
                "activeSkillId": "archon_of_chayula",
                "grantedEffectId": "ArchonOfChayulaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/AcolyteOfChayulaSpecialNodeSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-379",
              "name": "Chaos Bolt",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Projectile · ProjectilesFromUser · Spell · Damage · Trappable · Totemable · Mineable",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6077e49002da89fc46e51cfc.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Fire a burst of Chaos energy at the target.",
              "descriptionMarkup": "Fire a burst of [Chaos] energy at the target.",
              "explicitMods": [
                {
                  "line": "Deals (5 - 200) to (9 - 371) Chaos Damage",
                  "short": "Deals (5 - 200) to (9 - 371) Chaos Damage",
                  "maxLine": "Deals (5 - 200) to (9 - 371) Chaos Damage",
                  "maxShort": "Deals (5 - 200) to (9 - 371) Chaos Damage",
                  "q20Line": "Deals (5 - 200) to (9 - 371) Chaos Damage",
                  "q20Short": "Deals (5 - 200) to (9 - 371) Chaos Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_chaos_damage",
                    "spell_maximum_base_chaos_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Inflicts (1 - 3) Withered Debuffs on Hit",
                  "short": "Inflicts (1 - 3) Withered Debuffs on Hit",
                  "maxLine": "Inflicts (1 - 3) Withered Debuffs on Hit",
                  "maxShort": "Inflicts (1 - 3) Withered Debuffs on Hit",
                  "q20Line": "Inflicts (1 - 3) Withered Debuffs on Hit",
                  "q20Short": "Inflicts (1 - 3) Withered Debuffs on Hit",
                  "ggpkStatIds": [
                    "apply_x_wither_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Withered lasts 4 seconds",
                  "short": "Withered lasts 4 seconds",
                  "maxLine": "Withered lasts 4 seconds",
                  "maxShort": "Withered lasts 4 seconds",
                  "q20Line": "Withered lasts 4 seconds",
                  "q20Short": "Withered lasts 4 seconds",
                  "ggpkStatIds": [
                    "active_skill_withered_base_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 40)% increased Projectile Speed",
                  "short": "(0 - 40)% increased Projectile Speed",
                  "maxLine": "(0 - 40)% increased Projectile Speed",
                  "maxShort": "(0 - 40)% increased Projectile Speed",
                  "q20Line": "(0 - 40)% increased Projectile Speed",
                  "q20Short": "(0 - 40)% increased Projectile Speed",
                  "ggpkStatIds": [
                    "base_projectile_speed_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Projectile",
                "ProjectilesFromUser",
                "Spell",
                "Damage",
                "Trappable",
                "Totemable",
                "Mineable",
                "Multicastable",
                "Triggerable",
                "Chaos",
                "Unleashable",
                "Invokable",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "chaos_damage",
                  "label": "Chaos",
                  "source": "Chaos_Damage",
                  "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                  "url": "https://poe2db.tw/Chaos_Damage",
                  "related": [
                    {
                      "key": "damagetypes",
                      "label": "DamageTypes",
                      "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                      "url": "https://poe2db.tw/us/Damage_Types",
                      "related": [
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "resistances",
                      "label": "Resistances",
                      "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                      "url": "https://poe2db.tw/Resistances",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "maximumresistances",
                          "label": "MaximumResistances",
                          "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                          "url": "https://poe2db.tw/us/Maximum_Resistances",
                          "related": [
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "energyshield",
                      "label": "EnergyShield",
                      "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                      "url": "https://poe2db.tw/us/Energy_Shield",
                      "related": [
                        {
                          "key": "esrecharge",
                          "label": "ESRecharge",
                          "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                          "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 16,
                    "end": 23,
                    "raw": "[Chaos]",
                    "leftKey": "Chaos",
                    "label": "Chaos",
                    "canonicalKey": "chaos_damage",
                    "resolved": true
                  },
                  {
                    "start": 16,
                    "end": 23,
                    "raw": "[Chaos]",
                    "leftKey": "Chaos",
                    "label": "Chaos",
                    "canonicalKey": "chaos_damage",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:379",
                "baseItemId": "Metadata/Items/Gems/SkillGemChaosbolt",
                "activeSkillId": "chaosbolt",
                "grantedEffectId": "WeaponGrantedChaosboltPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/ChaosBoltWeaponSkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-110",
              "name": "Wither",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Area · Duration · Totemable · Chaos · Channel · AreaSpell",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9ded7b453b7f743481dc47b3.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Channel a debilitating hex that Withers enemies in the area.",
              "descriptionMarkup": "Channel a debilitating hex that [Withered|Withers] enemies in the area.",
              "explicitMods": [
                {
                  "line": "Withered lasts (2 - 2.95) seconds",
                  "short": "Withered lasts (2 - 2.95) seconds",
                  "maxLine": "Withered lasts (2 - 2.95) seconds",
                  "maxShort": "Withered lasts (2 - 2.95) seconds",
                  "q20Line": "Withered lasts (2 - 2.95) seconds",
                  "q20Short": "Withered lasts (2 - 2.95) seconds",
                  "ggpkStatIds": [
                    "active_skill_withered_base_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "6% increased Chaos Damage taken",
                  "short": "6% increased Chaos Damage taken",
                  "maxLine": "6% increased Chaos Damage taken",
                  "maxShort": "6% increased Chaos Damage taken",
                  "q20Line": "6% increased Chaos Damage taken",
                  "q20Short": "6% increased Chaos Damage taken",
                  "ggpkStatIds": [
                    "chaos_damage_taken_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Spell",
                "Area",
                "Duration",
                "Totemable",
                "Chaos",
                "Channel",
                "AreaSpell"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "withered",
                  "label": "Withers",
                  "source": "Withered",
                  "description": "Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.",
                  "url": "https://poe2db.tw/Withered",
                  "related": [
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 32,
                    "end": 50,
                    "raw": "[Withered|Withers]",
                    "leftKey": "Withered",
                    "label": "Withers",
                    "canonicalKey": "withered",
                    "resolved": true
                  },
                  {
                    "start": 11,
                    "end": 28,
                    "raw": "[Withered|Wither]",
                    "leftKey": "Withered",
                    "label": "Wither",
                    "canonicalKey": "withered",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:110",
                "baseItemId": "Metadata/Items/Gems/SkillGemWither",
                "activeSkillId": "wither_channel",
                "grantedEffectId": "WitherPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Wither.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-722",
              "name": "Withering Presence",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Chaos",
              "levelRequirement": 10,
              "requirements": {
                "level": 10,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 10,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c695806d0507a1b7652e3757.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/eb10f3b8787d70d2d374d105.webp",
              "description": "While active, emits an Aura that periodically Withers enemies in your Presence.",
              "descriptionMarkup": "While active, emits an [Aura] that periodically [Withered|Withers] enemies in your [Presence].",
              "explicitMods": [
                {
                  "line": "Withered duration is 6 seconds",
                  "short": "Withered duration is 6 seconds",
                  "maxLine": "Withered duration is 6 seconds",
                  "maxShort": "Withered duration is 6 seconds",
                  "q20Line": "Withered duration is 6 seconds",
                  "q20Short": "Withered duration is 6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                },
                {
                  "line": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "short": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "maxLine": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "maxShort": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "q20Line": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "q20Short": "Withers enemies in your Presence every (1.42 - 1.8) seconds",
                  "ggpkStatIds": [
                    "skill_withering_presence_frequency_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Withered duration is (0 - 1) second",
                  "short": "Withered duration is (0 - 1) second",
                  "maxLine": "Withered duration is (0 - 1) second",
                  "maxShort": "Withered duration is (0 - 1) second",
                  "q20Line": "Withered duration is (0 - 1) second",
                  "q20Short": "Withered duration is (0 - 1) second",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                }
              ],
              "tags": [
                "Buff",
                "HasReservation",
                "Aura",
                "OngoingSkill",
                "Persistent",
                "AffectsPresence",
                "Chaos",
                "Duration",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "withered",
                  "label": "Withers",
                  "source": "Withered",
                  "description": "Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.",
                  "url": "https://poe2db.tw/Withered",
                  "related": [
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "presence",
                  "label": "Presence",
                  "source": "Presence",
                  "description": "Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.",
                  "url": "https://poe2db.tw/Presence",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 23,
                    "end": 29,
                    "raw": "[Aura]",
                    "leftKey": "Aura",
                    "label": "Aura",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 48,
                    "end": 66,
                    "raw": "[Withered|Withers]",
                    "leftKey": "Withered",
                    "label": "Withers",
                    "canonicalKey": "withered",
                    "resolved": true
                  },
                  {
                    "start": 83,
                    "end": 93,
                    "raw": "[Presence]",
                    "leftKey": "Presence",
                    "label": "Presence",
                    "canonicalKey": "presence",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Aura"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:722",
                "baseItemId": "Metadata/Items/Gem/SkillGemWitheringPresence",
                "activeSkillId": "withering_presence",
                "grantedEffectId": "WitheringPresencePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/withering_presence.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WitchWitheringPresence.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchWitheringPresenceSkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-146",
              "name": "Withering Touch",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f338ba15eb6d187cebf9fc0d.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/71e98e6e6cea7312394ba6b7.webp",
              "description": "Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.",
              "descriptionMarkup": "Supports any skill that [Hit|Hits] enemies, giving it a chance to [Withered|Wither] enemies on [Hit].",
              "explicitMods": [
                {
                  "line": "Withered lasts 4 seconds",
                  "short": "Withered lasts 4 seconds",
                  "maxLine": "Withered lasts 4 seconds",
                  "maxShort": "Withered lasts 4 seconds",
                  "q20Line": "Withered lasts 4 seconds",
                  "q20Short": "Withered lasts 4 seconds",
                  "ggpkStatIds": [
                    "support_withered_base_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Skills deal 25% less Damage",
                  "short": "Supported Skills deal 25% less Damage",
                  "maxLine": "Supported Skills deal 25% less Damage",
                  "maxShort": "Supported Skills deal 25% less Damage",
                  "q20Line": "Supported Skills deal 25% less Damage",
                  "q20Short": "Supported Skills deal 25% less Damage",
                  "ggpkStatIds": [
                    "support_withering_touch_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Chance to inflict Withered on Hit with Supported Skills can Surpass 100%",
                  "short": "Chance to inflict Withered on Hit with Supported Skills can Surpass 100%",
                  "maxLine": "Chance to inflict Withered on Hit with Supported Skills can Surpass 100%",
                  "maxShort": "Chance to inflict Withered on Hit with Supported Skills can Surpass 100%",
                  "q20Line": "Chance to inflict Withered on Hit with Supported Skills can Surpass 100%",
                  "q20Short": "Chance to inflict Withered on Hit with Supported Skills can Surpass 100%",
                  "ggpkStatIds": [
                    "wither_on_hit_chance_rollovercapped"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Skills have 1% chance to inflict Withered on Hit for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage",
                  "short": "Supported Skills have 1% chance to inflict Withered on Hit for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage",
                  "maxLine": "Supported Skills have 1% chance to inflict Withered on Hit for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage",
                  "maxShort": "Supported Skills have 1% chance to inflict Withered on Hit for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage",
                  "q20Line": "Supported Skills have 1% chance to inflict Withered on Hit for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage",
                  "q20Short": "Supported Skills have 1% chance to inflict Withered on Hit for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage",
                  "ggpkStatIds": [
                    "withered_on_hit_chance_%_for_every_100%_target_ailment_threshold_dealt_as_chaos_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "withered",
                  "label": "Wither",
                  "source": "Withered",
                  "description": "Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.",
                  "url": "https://poe2db.tw/Withered",
                  "related": [
                    {
                      "key": "chaos_damage",
                      "label": "Chaos_Damage",
                      "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                      "url": "https://poe2db.tw/Chaos_Damage",
                      "related": [
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 34,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 83,
                    "raw": "[Withered|Wither]",
                    "leftKey": "Withered",
                    "label": "Wither",
                    "canonicalKey": "withered",
                    "resolved": true
                  },
                  {
                    "start": 95,
                    "end": 100,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:146",
                "baseItemId": "Metadata/Items/Gems/SupportGemWitheringTouch",
                "activeSkillId": "",
                "grantedEffectId": "SupportWitheringTouchPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/WitheringTouchSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/WitheringTouchSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Debuff inflicts increased Chaos damage taken.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 6,
            "publishedCards": 6,
            "truncated": false,
            "matchTerms": [
              "Withered",
              "Wither"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/wither-b40ca0e1e9fcff06.webp",
            "definitionRow": 501,
            "visualRow": 528,
            "visualId": "wither_resistance",
            "ggpkPath": "Art/2DArt/SkillIcons/Wither.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "91e65affef4410d3926f3a6b001d4d5e4de9e20d612ea4dd60e8612675ce8b9e"
          }
        }
      ]
    },
    {
      "id": "control-armour-break",
      "label": "Control & Armour Break",
      "summary": "POE2-specific control and defence-break states, with client definitions and exact skill interactions.",
      "entries": [
        {
          "id": "daze_build_up",
          "title": "Daze",
          "description": "Damage is building up Daze.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2432,
            "id": "daze_build_up",
            "rawName": "Daze",
            "rawDescription": "Damage is building up [Daze].",
            "statIds": [
              "current_daze_build_up_%"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-377",
              "name": "Siphoning Strike",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · Lightning · MeleeSingleTarget · SkillConsumesShock · GeneratesCharges",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4a941d834d832b318aacfddd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1c9abdde0cde5a0276432b14.webp",
              "description": "Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.",
              "descriptionMarkup": "Dash to a target and [Strike|Strike] them with your [Quarterstaff|Quarterstaff]. If the target is [Shock|Shocked], [Consume] their [Shock|Shock] to release a [Lightning|Lightning] shockwave around the target and grant you a [Charges|Power Charge]. This skill cannot be [AncestralBoost|Ancestrally Boosted].",
              "explicitMods": [
                {
                  "line": "+0.6 metres to Melee Strike Range",
                  "short": "+0.6 metres to Melee Strike Range",
                  "maxLine": "+0.6 metres to Melee Strike Range",
                  "maxShort": "+0.6 metres to Melee Strike Range",
                  "q20Line": "+0.6 metres to Melee Strike Range",
                  "q20Short": "+0.6 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "50% more Stun buildup",
                  "short": "50% more Stun buildup",
                  "maxLine": "50% more Stun buildup",
                  "maxShort": "50% more Stun buildup",
                  "q20Line": "50% more Stun buildup",
                  "q20Short": "50% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 3 metres",
                  "short": "Shockwave radius is 3 metres",
                  "maxLine": "Shockwave radius is 3 metres",
                  "maxShort": "Shockwave radius is 3 metres",
                  "q20Line": "Shockwave radius is 3 metres",
                  "q20Short": "Shockwave radius is 3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/siphoning_strike.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 50)% chance to Daze on Hit",
                  "short": "(0 - 50)% chance to Daze on Hit",
                  "maxLine": "(0 - 50)% chance to Daze on Hit",
                  "maxShort": "(0 - 50)% chance to Daze on Hit",
                  "q20Line": "(0 - 50)% chance to Daze on Hit",
                  "q20Short": "(0 - 50)% chance to Daze on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_daze_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "Lightning",
                "MeleeSingleTarget",
                "SkillConsumesShock",
                "GeneratesCharges",
                "CannotSpiritStrike"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "quarterstaff",
                  "label": "Quarterstaff",
                  "source": "Quarterstaff",
                  "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                  "url": "https://poe2db.tw/us/Quarterstaves",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "intelligence",
                      "label": "Intelligence",
                      "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Intelligence",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shocked",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 36,
                    "raw": "[Strike|Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 79,
                    "raw": "[Quarterstaff|Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 113,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 124,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 131,
                    "end": 144,
                    "raw": "[Shock|Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 158,
                    "end": 179,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 224,
                    "end": 246,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 269,
                    "end": 305,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 50,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 94,
                    "end": 109,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:377",
                "baseItemId": "Metadata/Items/Gem/SkillGemSiphoningStrike",
                "activeSkillId": "siphoning_strike",
                "grantedEffectId": "SiphoningStrikePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/siphoning_strike.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkSiphoningStrike.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SiphoningStrikeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-620",
              "name": "Vaulting Impact",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Slam · Area · Jumping · Travel · Physical",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/13d345bfdf9869265ecc7cf4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8d85d84a8ee1e814987cd571.webp",
              "description": "Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.",
              "descriptionMarkup": "Leap forward and [Slam] the ground, sending out a shockwave. The shockwave applies [BrokenStance|Broken Stance] to [Daze|Dazed] enemies, causing any [Hit|Hits] against those enemies to deal extra damage.",
              "explicitMods": [
                {
                  "line": "Impact radius is 2.4 metres",
                  "short": "Impact radius is 2.4 metres",
                  "maxLine": "Impact radius is 2.4 metres",
                  "maxShort": "Impact radius is 2.4 metres",
                  "q20Line": "Impact radius is 2.4 metres",
                  "q20Short": "Impact radius is 2.4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_0.csd"
                },
                {
                  "line": "Cannot inflict Daze",
                  "short": "Cannot inflict Daze",
                  "maxLine": "Cannot inflict Daze",
                  "maxShort": "Cannot inflict Daze",
                  "q20Line": "Cannot inflict Daze",
                  "q20Short": "Cannot inflict Daze",
                  "ggpkStatIds": [
                    "cannot_daze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+1 second to Total Attack Time",
                  "short": "+1 second to Total Attack Time",
                  "maxLine": "+1 second to Total Attack Time",
                  "maxShort": "+1 second to Total Attack Time",
                  "q20Line": "+1 second to Total Attack Time",
                  "q20Short": "+1 second to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Applies Broken Stance on Hit against Dazed enemies",
                  "short": "Applies Broken Stance on Hit against Dazed enemies",
                  "maxLine": "Applies Broken Stance on Hit against Dazed enemies",
                  "maxShort": "Applies Broken Stance on Hit against Dazed enemies",
                  "q20Line": "Applies Broken Stance on Hit against Dazed enemies",
                  "q20Short": "Applies Broken Stance on Hit against Dazed enemies",
                  "ggpkStatIds": [
                    "exploit_debuff_attack_damage_to_convert_to_magnitude_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                },
                {
                  "line": "Broken Stance has 60 second duration, or until Daze is removed",
                  "short": "Broken Stance has 60 second duration, or until Daze is removed",
                  "maxLine": "Broken Stance has 60 second duration, or until Daze is removed",
                  "maxShort": "Broken Stance has 60 second duration, or until Daze is removed",
                  "q20Line": "Broken Stance has 60 second duration, or until Daze is removed",
                  "q20Short": "Broken Stance has 60 second duration, or until Daze is removed",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                },
                {
                  "line": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "short": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "maxLine": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "maxShort": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "q20Line": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "q20Short": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "ggpkStatIds": [
                    "broken_stance_hit_limit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "short": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "maxLine": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "maxShort": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "q20Line": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "q20Short": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "ggpkStatIds": [
                    "broken_stance_hit_limit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Slam",
                "Area",
                "Jumping",
                "Travel",
                "Physical",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "broken_stance",
                  "label": "Broken Stance",
                  "source": "Broken_Stance",
                  "description": "Broken Stance is a Debuff inflicted by Hits , which stores 10% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude .\nThe inflicter's subsequent Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.\nEnemies with Broken Stance cannot be Dazed again.",
                  "url": "https://poe2db.tw/Broken_Stance",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "daze",
                      "label": "Daze",
                      "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                      "url": "https://poe2db.tw/Daze",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "daze",
                  "label": "Dazed",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 17,
                    "end": 23,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 83,
                    "end": 111,
                    "raw": "[BrokenStance|Broken Stance]",
                    "leftKey": "BrokenStance",
                    "label": "Broken Stance",
                    "canonicalKey": "broken_stance",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 127,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 149,
                    "end": 159,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 77,
                    "raw": "[BrokenStance|Broken Stance]",
                    "leftKey": "BrokenStance",
                    "label": "Broken Stance",
                    "canonicalKey": "broken_stance",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 93,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:620",
                "baseItemId": "Metadata/Items/Gem/SkillGemVaultingImpact",
                "activeSkillId": "vaulting_impact",
                "grantedEffectId": "VaultingImpactPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkVaultingImpact.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/VaultingImpactSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-208",
              "name": "Wind Blast",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · Wind",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/429b7f2b2f05eae0adf3615c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9d57de57aa7052ccf3721204.webp",
              "description": "Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.",
              "descriptionMarkup": "Batter enemies at range by generating a gust of wind as you swing. Enemies will be [Daze|Dazed] and [Knockback|Knocked Back] based on how close they are to you.",
              "explicitMods": [
                {
                  "line": "Cone length is 6 metres",
                  "short": "Cone length is 6 metres",
                  "maxLine": "Cone length is 6 metres",
                  "maxShort": "Cone length is 6 metres",
                  "q20Line": "Cone length is 6 metres",
                  "q20Short": "Cone length is 6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wind_blast.csd"
                },
                {
                  "line": "Dazes on Hit",
                  "short": "Dazes on Hit",
                  "maxLine": "Dazes on Hit",
                  "maxShort": "Dazes on Hit",
                  "q20Line": "Dazes on Hit",
                  "q20Short": "Dazes on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_daze_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wind_blast.csd"
                },
                {
                  "line": "150% more Stun buildup",
                  "short": "150% more Stun buildup",
                  "maxLine": "150% more Stun buildup",
                  "maxShort": "150% more Stun buildup",
                  "q20Line": "150% more Stun buildup",
                  "q20Short": "150% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "short": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "maxLine": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "maxShort": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "q20Line": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "q20Short": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "ggpkStatIds": [
                    "wind_blast_damage_+%_final_from_distance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "Wind"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Dazed",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "knockback",
                  "label": "Knocked Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 83,
                    "end": 95,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 100,
                    "end": 124,
                    "raw": "[Knockback|Knocked Back]",
                    "leftKey": "Knockback",
                    "label": "Knocked Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 22,
                    "raw": "[Knockback|Knock Back]",
                    "leftKey": "Knockback",
                    "label": "Knock Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 62,
                    "raw": "[Daze|Dazing]",
                    "leftKey": "Daze",
                    "label": "Dazing",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:208",
                "baseItemId": "Metadata/Items/Gems/SkillGemWindBlast",
                "activeSkillId": "wind_blast",
                "grantedEffectId": "GaleStrikePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/wind_blast.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkGaleStrikeSwing.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/GaleStrikeSwingSkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-657",
              "name": "Break Posture",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5463711d873fccbc4985859c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ce4fff710b3142529cee0a71.webp",
              "description": "Supports Attacks, causing them to Daze Enemies when they fully Break Armour.",
              "descriptionMarkup": "Supports [Attack|Attacks], causing them to [Daze|Daze] Enemies when they fully [ArmourBreak|Break Armour].",
              "explicitMods": [
                {
                  "line": "Supported Skills apply Daze when fully Breaking Armour",
                  "short": "Supported Skills apply Daze when fully Breaking Armour",
                  "maxLine": "Supported Skills apply Daze when fully Breaking Armour",
                  "maxShort": "Supported Skills apply Daze when fully Breaking Armour",
                  "q20Line": "Supported Skills apply Daze when fully Breaking Armour",
                  "q20Short": "Supported Skills apply Daze when fully Breaking Armour",
                  "ggpkStatIds": [
                    "support_apply_daze_on_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Daze lasts for 8 seconds",
                  "short": "Daze lasts for 8 seconds",
                  "maxLine": "Daze lasts for 8 seconds",
                  "maxShort": "Daze lasts for 8 seconds",
                  "q20Line": "Daze lasts for 8 seconds",
                  "q20Short": "Daze lasts for 8 seconds",
                  "ggpkStatIds": [
                    "support_daze_break_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 25,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 43,
                    "end": 54,
                    "raw": "[Daze|Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 105,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:657",
                "baseItemId": "Metadata/Items/Gems/SupportGemBreakPosture",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazedBreakPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazedBreakSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazedBreakSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1108",
              "name": "Concussive Spells",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/074a9ef26b3573c0be64f533.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1097de547c8846649dcf6a2c.webp",
              "description": "Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.",
              "descriptionMarkup": "Supports [Spell|Spells] which [Hit] enemies. Supported Skills [Daze] on [Critical|Critically Hitting] enemies with [Physical] damage.",
              "explicitMods": [
                {
                  "line": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "short": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "maxLine": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "maxShort": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "q20Line": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "q20Short": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "ggpkStatIds": [
                    "spell_daze_on_critical_hit_dealing_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "critical",
                  "label": "Critically Hitting",
                  "source": "Critical",
                  "description": "Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.\nAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.\nMost modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.",
                  "url": "https://poe2db.tw/us/Critical_Hits",
                  "related": [
                    {
                      "key": "criticaldamagebonus",
                      "label": "CriticalDamageBonus",
                      "description": "Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).",
                      "url": "https://poe2db.tw/us/Critical_Damage_Bonus",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 23,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 30,
                    "end": 35,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 62,
                    "end": 68,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 72,
                    "end": 101,
                    "raw": "[Critical|Critically Hitting]",
                    "leftKey": "Critical",
                    "label": "Critically Hitting",
                    "canonicalKey": "critical",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 125,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1108",
                "baseItemId": "Metadata/Items/Gems/SupportGemConcussiveSpells",
                "activeSkillId": "",
                "grantedEffectId": "SupportConcussiveSpellsPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazeonCrit.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazeonCritSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-656",
              "name": "Daze",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ffb311545a7753a6d4e9569e.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3e8aa8e9655f0e1c94fdd6ad.webp",
              "description": "Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.",
              "descriptionMarkup": "Supports [Attack|Attacks], causing them to build up [Daze|Daze] based on a portion of [Physical|Physical] Damage dealt.",
              "explicitMods": [],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 25,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 52,
                    "end": 63,
                    "raw": "[Daze|Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 86,
                    "end": 105,
                    "raw": "[Physical|Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:656",
                "baseItemId": "Metadata/Items/Gems/SupportGemDiscombobulate",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazePlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazingSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazingSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-658",
              "name": "Dazing Cry",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6cfd906cc2dcb347338ad334.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b3102fa39acfc10d6502536c.webp",
              "description": "Supports Warcries, causing them to Daze Enemies on use.",
              "descriptionMarkup": "Supports [Warcry|Warcries], causing them to [Daze|Daze] Enemies on use.",
              "explicitMods": [
                {
                  "line": "Supported Skills Daze Enemies",
                  "short": "Supported Skills Daze Enemies",
                  "maxLine": "Supported Skills Daze Enemies",
                  "maxShort": "Supported Skills Daze Enemies",
                  "q20Line": "Supported Skills Daze Enemies",
                  "q20Short": "Supported Skills Daze Enemies",
                  "ggpkStatIds": [
                    "support_apply_daze_on_warcry"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Daze lasts for 4 seconds",
                  "short": "Daze lasts for 4 seconds",
                  "maxLine": "Daze lasts for 4 seconds",
                  "maxShort": "Daze lasts for 4 seconds",
                  "q20Line": "Daze lasts for 4 seconds",
                  "q20Short": "Daze lasts for 4 seconds",
                  "ggpkStatIds": [
                    "support_dazed_cry_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcries",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 9,
                    "end": 26,
                    "raw": "[Warcry|Warcries]",
                    "leftKey": "Warcry",
                    "label": "Warcries",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 44,
                    "end": 55,
                    "raw": "[Daze|Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:658",
                "baseItemId": "Metadata/Items/Gem/SupportGemDazingCry",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazingCryPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazingCrySupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazingCrySupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-837",
              "name": "Dazzle",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9787cdc5b50cf51a8ce81355.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a7d0f051a1d5ca75c08fe5e7.webp",
              "description": "Supports Attack Skills. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze. Cannot Support Skills which Consume Daze.",
              "descriptionMarkup": "Supports [Attack] Skills. Supported Skills always hit [Daze|Dazed] Enemies, but [Consume] [Daze] on [Hit], and cannot themselves inflict [Daze]. Cannot Support Skills which [Consume] [Daze].",
              "explicitMods": [
                {
                  "line": "Supported Skills cannot inflict Daze",
                  "short": "Supported Skills cannot inflict Daze",
                  "maxLine": "Supported Skills cannot inflict Daze",
                  "maxShort": "Supported Skills cannot inflict Daze",
                  "q20Line": "Supported Skills cannot inflict Daze",
                  "q20Short": "Supported Skills cannot inflict Daze",
                  "ggpkStatIds": [
                    "cannot_daze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "short": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "maxLine": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "maxShort": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "q20Line": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "q20Short": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "ggpkStatIds": [
                    "consume_enemy_daze_to_always_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Dazed",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 17,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 54,
                    "end": 66,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 80,
                    "end": 89,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 90,
                    "end": 96,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 100,
                    "end": 105,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 137,
                    "end": 143,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 173,
                    "end": 182,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 183,
                    "end": 189,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:837",
                "baseItemId": "Metadata/Items/Gem/SupportGemDazzle",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazzlePlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazzleSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazzleSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Damage is building up Daze.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 10,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Daze"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/dazeddebufficon-ff954bf14968117f.webp",
            "definitionRow": 2432,
            "visualRow": 2257,
            "visualId": "dazed_build_up",
            "ggpkPath": "Art/2DArt/BuffIcons/DazedDebuffIcon.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "530a9a91150914b77c60a124fa8ed7a417686fedd6a9915ee8bb33f4eeec62bf"
          }
        },
        {
          "id": "dazed",
          "title": "Dazed",
          "description": "Debuff inflicts 50% more Stun buildup.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2433,
            "id": "dazed",
            "rawName": "Dazed",
            "rawDescription": "Debuff inflicts 50% more [Stun] buildup.",
            "statIds": [
              "dazed_stun_threshold_+permyriad_final",
              "is_dazed"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-377",
              "name": "Siphoning Strike",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · Lightning · MeleeSingleTarget · SkillConsumesShock · GeneratesCharges",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/4a941d834d832b318aacfddd.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1c9abdde0cde5a0276432b14.webp",
              "description": "Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.",
              "descriptionMarkup": "Dash to a target and [Strike|Strike] them with your [Quarterstaff|Quarterstaff]. If the target is [Shock|Shocked], [Consume] their [Shock|Shock] to release a [Lightning|Lightning] shockwave around the target and grant you a [Charges|Power Charge]. This skill cannot be [AncestralBoost|Ancestrally Boosted].",
              "explicitMods": [
                {
                  "line": "+0.6 metres to Melee Strike Range",
                  "short": "+0.6 metres to Melee Strike Range",
                  "maxLine": "+0.6 metres to Melee Strike Range",
                  "maxShort": "+0.6 metres to Melee Strike Range",
                  "q20Line": "+0.6 metres to Melee Strike Range",
                  "q20Short": "+0.6 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "50% more Stun buildup",
                  "short": "50% more Stun buildup",
                  "maxLine": "50% more Stun buildup",
                  "maxShort": "50% more Stun buildup",
                  "q20Line": "50% more Stun buildup",
                  "q20Short": "50% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 3 metres",
                  "short": "Shockwave radius is 3 metres",
                  "maxLine": "Shockwave radius is 3 metres",
                  "maxShort": "Shockwave radius is 3 metres",
                  "q20Line": "Shockwave radius is 3 metres",
                  "q20Short": "Shockwave radius is 3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/siphoning_strike.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Lightning damage",
                  "short": "Converts 100% of Physical damage to Lightning damage",
                  "maxLine": "Converts 100% of Physical damage to Lightning damage",
                  "maxShort": "Converts 100% of Physical damage to Lightning damage",
                  "q20Line": "Converts 100% of Physical damage to Lightning damage",
                  "q20Short": "Converts 100% of Physical damage to Lightning damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_lightning"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 50)% chance to Daze on Hit",
                  "short": "(0 - 50)% chance to Daze on Hit",
                  "maxLine": "(0 - 50)% chance to Daze on Hit",
                  "maxShort": "(0 - 50)% chance to Daze on Hit",
                  "q20Line": "(0 - 50)% chance to Daze on Hit",
                  "q20Short": "(0 - 50)% chance to Daze on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_daze_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "Lightning",
                "MeleeSingleTarget",
                "SkillConsumesShock",
                "GeneratesCharges",
                "CannotSpiritStrike"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "quarterstaff",
                  "label": "Quarterstaff",
                  "source": "Quarterstaff",
                  "description": "Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.\nQuarterstaff Attacks often focus on high mobility in combat.",
                  "url": "https://poe2db.tw/us/Quarterstaves",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "intelligence",
                      "label": "Intelligence",
                      "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Intelligence",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "energyshield",
                          "label": "EnergyShield",
                          "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                          "url": "https://poe2db.tw/us/Energy_Shield",
                          "related": [
                            {
                              "key": "esrecharge",
                              "label": "ESRecharge",
                              "description": "Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.",
                              "url": "https://poe2db.tw/us/Energy_Shield_Recharge",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shocked",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "lightning",
                  "label": "Lightning",
                  "source": "Lightning",
                  "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                  "url": "https://poe2db.tw/Lightning_Damage",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Power Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "ancestral_boost",
                  "label": "Ancestrally Boosted",
                  "source": "Ancestral_Boost",
                  "description": "An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .",
                  "url": "https://poe2db.tw/Ancestral_Boost",
                  "related": [
                    {
                      "key": "strike",
                      "label": "Strike",
                      "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                      "url": "https://poe2db.tw/Strike",
                      "related": [
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "triggered_skills",
                      "label": "Triggered_Skills",
                      "description": "Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.\nIf multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.",
                      "url": "https://poe2db.tw/Triggered_Skills",
                      "related": [
                        {
                          "key": "channelling",
                          "label": "Channelling",
                          "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                          "url": "https://poe2db.tw/Channelling",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 36,
                    "raw": "[Strike|Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 52,
                    "end": 79,
                    "raw": "[Quarterstaff|Quarterstaff]",
                    "leftKey": "Quarterstaff",
                    "label": "Quarterstaff",
                    "canonicalKey": "quarterstaff",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 113,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 124,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 131,
                    "end": 144,
                    "raw": "[Shock|Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 158,
                    "end": 179,
                    "raw": "[Lightning|Lightning]",
                    "leftKey": "Lightning",
                    "label": "Lightning",
                    "canonicalKey": "lightning",
                    "resolved": true
                  },
                  {
                    "start": 224,
                    "end": 246,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 269,
                    "end": 305,
                    "raw": "[AncestralBoost|Ancestrally Boosted]",
                    "leftKey": "AncestralBoost",
                    "label": "Ancestrally Boosted",
                    "canonicalKey": "ancestral_boost",
                    "resolved": true
                  },
                  {
                    "start": 28,
                    "end": 50,
                    "raw": "[Charges|Power Charge]",
                    "leftKey": "Charges",
                    "label": "Power Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 94,
                    "end": 109,
                    "raw": "[Shock|Shocked]",
                    "leftKey": "Shock",
                    "label": "Shocked",
                    "canonicalKey": "shock",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:377",
                "baseItemId": "Metadata/Items/Gem/SkillGemSiphoningStrike",
                "activeSkillId": "siphoning_strike",
                "grantedEffectId": "SiphoningStrikePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/siphoning_strike.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkSiphoningStrike.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SiphoningStrikeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-620",
              "name": "Vaulting Impact",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Slam · Area · Jumping · Travel · Physical",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/13d345bfdf9869265ecc7cf4.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8d85d84a8ee1e814987cd571.webp",
              "description": "Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.",
              "descriptionMarkup": "Leap forward and [Slam] the ground, sending out a shockwave. The shockwave applies [BrokenStance|Broken Stance] to [Daze|Dazed] enemies, causing any [Hit|Hits] against those enemies to deal extra damage.",
              "explicitMods": [
                {
                  "line": "Impact radius is 2.4 metres",
                  "short": "Impact radius is 2.4 metres",
                  "maxLine": "Impact radius is 2.4 metres",
                  "maxShort": "Impact radius is 2.4 metres",
                  "q20Line": "Impact radius is 2.4 metres",
                  "q20Short": "Impact radius is 2.4 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_0.csd"
                },
                {
                  "line": "Cannot inflict Daze",
                  "short": "Cannot inflict Daze",
                  "maxLine": "Cannot inflict Daze",
                  "maxShort": "Cannot inflict Daze",
                  "q20Line": "Cannot inflict Daze",
                  "q20Short": "Cannot inflict Daze",
                  "ggpkStatIds": [
                    "cannot_daze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+1 second to Total Attack Time",
                  "short": "+1 second to Total Attack Time",
                  "maxLine": "+1 second to Total Attack Time",
                  "maxShort": "+1 second to Total Attack Time",
                  "q20Line": "+1 second to Total Attack Time",
                  "q20Short": "+1 second to Total Attack Time",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Applies Broken Stance on Hit against Dazed enemies",
                  "short": "Applies Broken Stance on Hit against Dazed enemies",
                  "maxLine": "Applies Broken Stance on Hit against Dazed enemies",
                  "maxShort": "Applies Broken Stance on Hit against Dazed enemies",
                  "q20Line": "Applies Broken Stance on Hit against Dazed enemies",
                  "q20Short": "Applies Broken Stance on Hit against Dazed enemies",
                  "ggpkStatIds": [
                    "exploit_debuff_attack_damage_to_convert_to_magnitude_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                },
                {
                  "line": "Broken Stance has 60 second duration, or until Daze is removed",
                  "short": "Broken Stance has 60 second duration, or until Daze is removed",
                  "maxLine": "Broken Stance has 60 second duration, or until Daze is removed",
                  "maxShort": "Broken Stance has 60 second duration, or until Daze is removed",
                  "q20Line": "Broken Stance has 60 second duration, or until Daze is removed",
                  "q20Short": "Broken Stance has 60 second duration, or until Daze is removed",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                },
                {
                  "line": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "short": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "maxLine": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "maxShort": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "q20Line": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "q20Short": "Broken Stance is removed after the affected enemy takes 10 Hits",
                  "ggpkStatIds": [
                    "broken_stance_hit_limit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "short": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "maxLine": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "maxShort": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "q20Line": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "q20Short": "Broken Stance is removed after the affected enemy takes +(0 - 2) Hits",
                  "ggpkStatIds": [
                    "broken_stance_hit_limit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Slam",
                "Area",
                "Jumping",
                "Travel",
                "Physical",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "broken_stance",
                  "label": "Broken Stance",
                  "source": "Broken_Stance",
                  "description": "Broken Stance is a Debuff inflicted by Hits , which stores 10% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude .\nThe inflicter's subsequent Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.\nEnemies with Broken Stance cannot be Dazed again.",
                  "url": "https://poe2db.tw/Broken_Stance",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "daze",
                      "label": "Daze",
                      "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                      "url": "https://poe2db.tw/Daze",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "daze",
                  "label": "Dazed",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 17,
                    "end": 23,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 83,
                    "end": 111,
                    "raw": "[BrokenStance|Broken Stance]",
                    "leftKey": "BrokenStance",
                    "label": "Broken Stance",
                    "canonicalKey": "broken_stance",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 127,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 149,
                    "end": 159,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 77,
                    "raw": "[BrokenStance|Broken Stance]",
                    "leftKey": "BrokenStance",
                    "label": "Broken Stance",
                    "canonicalKey": "broken_stance",
                    "resolved": true
                  },
                  {
                    "start": 81,
                    "end": 93,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:620",
                "baseItemId": "Metadata/Items/Gem/SkillGemVaultingImpact",
                "activeSkillId": "vaulting_impact",
                "grantedEffectId": "VaultingImpactPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/vaulting_impact/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkVaultingImpact.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/VaultingImpactSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-208",
              "name": "Wind Blast",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Area · Wind",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/429b7f2b2f05eae0adf3615c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9d57de57aa7052ccf3721204.webp",
              "description": "Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.",
              "descriptionMarkup": "Batter enemies at range by generating a gust of wind as you swing. Enemies will be [Daze|Dazed] and [Knockback|Knocked Back] based on how close they are to you.",
              "explicitMods": [
                {
                  "line": "Cone length is 6 metres",
                  "short": "Cone length is 6 metres",
                  "maxLine": "Cone length is 6 metres",
                  "maxShort": "Cone length is 6 metres",
                  "q20Line": "Cone length is 6 metres",
                  "q20Short": "Cone length is 6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wind_blast.csd"
                },
                {
                  "line": "Dazes on Hit",
                  "short": "Dazes on Hit",
                  "maxLine": "Dazes on Hit",
                  "maxShort": "Dazes on Hit",
                  "q20Line": "Dazes on Hit",
                  "q20Short": "Dazes on Hit",
                  "ggpkStatIds": [
                    "base_chance_to_daze_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/wind_blast.csd"
                },
                {
                  "line": "150% more Stun buildup",
                  "short": "150% more Stun buildup",
                  "maxLine": "150% more Stun buildup",
                  "maxShort": "150% more Stun buildup",
                  "q20Line": "150% more Stun buildup",
                  "q20Short": "150% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "short": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "maxLine": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "maxShort": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "q20Line": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "q20Short": "(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further",
                  "ggpkStatIds": [
                    "wind_blast_damage_+%_final_from_distance"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Area",
                "Wind"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Dazed",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "knockback",
                  "label": "Knocked Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 83,
                    "end": 95,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 100,
                    "end": 124,
                    "raw": "[Knockback|Knocked Back]",
                    "leftKey": "Knockback",
                    "label": "Knocked Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 22,
                    "raw": "[Knockback|Knock Back]",
                    "leftKey": "Knockback",
                    "label": "Knock Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 49,
                    "end": 62,
                    "raw": "[Daze|Dazing]",
                    "leftKey": "Daze",
                    "label": "Dazing",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:208",
                "baseItemId": "Metadata/Items/Gems/SkillGemWindBlast",
                "activeSkillId": "wind_blast",
                "grantedEffectId": "GaleStrikePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/wind_blast.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MonkGaleStrikeSwing.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/GaleStrikeSwingSkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-657",
              "name": "Break Posture",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5463711d873fccbc4985859c.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ce4fff710b3142529cee0a71.webp",
              "description": "Supports Attacks, causing them to Daze Enemies when they fully Break Armour.",
              "descriptionMarkup": "Supports [Attack|Attacks], causing them to [Daze|Daze] Enemies when they fully [ArmourBreak|Break Armour].",
              "explicitMods": [
                {
                  "line": "Supported Skills apply Daze when fully Breaking Armour",
                  "short": "Supported Skills apply Daze when fully Breaking Armour",
                  "maxLine": "Supported Skills apply Daze when fully Breaking Armour",
                  "maxShort": "Supported Skills apply Daze when fully Breaking Armour",
                  "q20Line": "Supported Skills apply Daze when fully Breaking Armour",
                  "q20Short": "Supported Skills apply Daze when fully Breaking Armour",
                  "ggpkStatIds": [
                    "support_apply_daze_on_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Daze lasts for 8 seconds",
                  "short": "Daze lasts for 8 seconds",
                  "maxLine": "Daze lasts for 8 seconds",
                  "maxShort": "Daze lasts for 8 seconds",
                  "q20Line": "Daze lasts for 8 seconds",
                  "q20Short": "Daze lasts for 8 seconds",
                  "ggpkStatIds": [
                    "support_daze_break_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 25,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 43,
                    "end": 54,
                    "raw": "[Daze|Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 105,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:657",
                "baseItemId": "Metadata/Items/Gems/SupportGemBreakPosture",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazedBreakPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazedBreakSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazedBreakSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1108",
              "name": "Concussive Spells",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/074a9ef26b3573c0be64f533.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1097de547c8846649dcf6a2c.webp",
              "description": "Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.",
              "descriptionMarkup": "Supports [Spell|Spells] which [Hit] enemies. Supported Skills [Daze] on [Critical|Critically Hitting] enemies with [Physical] damage.",
              "explicitMods": [
                {
                  "line": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "short": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "maxLine": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "maxShort": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "q20Line": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "q20Short": "Supported Skills Daze on Critically Hitting enemies with Physical damage",
                  "ggpkStatIds": [
                    "spell_daze_on_critical_hit_dealing_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "critical",
                  "label": "Critically Hitting",
                  "source": "Critical",
                  "description": "Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.\nAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.\nMost modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.",
                  "url": "https://poe2db.tw/us/Critical_Hits",
                  "related": [
                    {
                      "key": "criticaldamagebonus",
                      "label": "CriticalDamageBonus",
                      "description": "Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).",
                      "url": "https://poe2db.tw/us/Critical_Damage_Bonus",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 23,
                    "raw": "[Spell|Spells]",
                    "leftKey": "Spell",
                    "label": "Spells",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 30,
                    "end": 35,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 62,
                    "end": 68,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 72,
                    "end": 101,
                    "raw": "[Critical|Critically Hitting]",
                    "leftKey": "Critical",
                    "label": "Critically Hitting",
                    "canonicalKey": "critical",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 125,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Spell"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1108",
                "baseItemId": "Metadata/Items/Gems/SupportGemConcussiveSpells",
                "activeSkillId": "",
                "grantedEffectId": "SupportConcussiveSpellsPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazeonCrit.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazeonCritSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-656",
              "name": "Daze",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ffb311545a7753a6d4e9569e.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/3e8aa8e9655f0e1c94fdd6ad.webp",
              "description": "Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.",
              "descriptionMarkup": "Supports [Attack|Attacks], causing them to build up [Daze|Daze] based on a portion of [Physical|Physical] Damage dealt.",
              "explicitMods": [],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 25,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 52,
                    "end": 63,
                    "raw": "[Daze|Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 86,
                    "end": 105,
                    "raw": "[Physical|Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:656",
                "baseItemId": "Metadata/Items/Gems/SupportGemDiscombobulate",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazePlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazingSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazingSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-658",
              "name": "Dazing Cry",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/6cfd906cc2dcb347338ad334.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b3102fa39acfc10d6502536c.webp",
              "description": "Supports Warcries, causing them to Daze Enemies on use.",
              "descriptionMarkup": "Supports [Warcry|Warcries], causing them to [Daze|Daze] Enemies on use.",
              "explicitMods": [
                {
                  "line": "Supported Skills Daze Enemies",
                  "short": "Supported Skills Daze Enemies",
                  "maxLine": "Supported Skills Daze Enemies",
                  "maxShort": "Supported Skills Daze Enemies",
                  "q20Line": "Supported Skills Daze Enemies",
                  "q20Short": "Supported Skills Daze Enemies",
                  "ggpkStatIds": [
                    "support_apply_daze_on_warcry"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Daze lasts for 4 seconds",
                  "short": "Daze lasts for 4 seconds",
                  "maxLine": "Daze lasts for 4 seconds",
                  "maxShort": "Daze lasts for 4 seconds",
                  "q20Line": "Daze lasts for 4 seconds",
                  "q20Short": "Daze lasts for 4 seconds",
                  "ggpkStatIds": [
                    "support_dazed_cry_duration_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "warcries",
                  "label": "Warcries",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "daze",
                  "label": "Daze",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 9,
                    "end": 26,
                    "raw": "[Warcry|Warcries]",
                    "leftKey": "Warcry",
                    "label": "Warcries",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 44,
                    "end": 55,
                    "raw": "[Daze|Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:658",
                "baseItemId": "Metadata/Items/Gem/SupportGemDazingCry",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazingCryPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazingCrySupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazingCrySupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-837",
              "name": "Dazzle",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9787cdc5b50cf51a8ce81355.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/a7d0f051a1d5ca75c08fe5e7.webp",
              "description": "Supports Attack Skills. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze. Cannot Support Skills which Consume Daze.",
              "descriptionMarkup": "Supports [Attack] Skills. Supported Skills always hit [Daze|Dazed] Enemies, but [Consume] [Daze] on [Hit], and cannot themselves inflict [Daze]. Cannot Support Skills which [Consume] [Daze].",
              "explicitMods": [
                {
                  "line": "Supported Skills cannot inflict Daze",
                  "short": "Supported Skills cannot inflict Daze",
                  "maxLine": "Supported Skills cannot inflict Daze",
                  "maxShort": "Supported Skills cannot inflict Daze",
                  "q20Line": "Supported Skills cannot inflict Daze",
                  "q20Short": "Supported Skills cannot inflict Daze",
                  "ggpkStatIds": [
                    "cannot_daze"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "short": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "maxLine": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "maxShort": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "q20Line": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "q20Short": "Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills Consume Daze on Hit",
                  "ggpkStatIds": [
                    "consume_enemy_daze_to_always_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "daze",
                  "label": "Dazed",
                  "source": "Daze",
                  "description": "Some skills and effects have a chance to apply Daze to enemies on Hit .\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.",
                  "url": "https://poe2db.tw/Daze",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "consume",
                  "label": "Consume",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 17,
                    "raw": "[Attack]",
                    "leftKey": "Attack",
                    "label": "Attack",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 54,
                    "end": 66,
                    "raw": "[Daze|Dazed]",
                    "leftKey": "Daze",
                    "label": "Dazed",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 80,
                    "end": 89,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 90,
                    "end": 96,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 100,
                    "end": 105,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 137,
                    "end": 143,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  },
                  {
                    "start": 173,
                    "end": 182,
                    "raw": "[Consume]",
                    "leftKey": "Consume",
                    "label": "Consume",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 183,
                    "end": 189,
                    "raw": "[Daze]",
                    "leftKey": "Daze",
                    "label": "Daze",
                    "canonicalKey": "daze",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:837",
                "baseItemId": "Metadata/Items/Gem/SupportGemDazzle",
                "activeSkillId": "",
                "grantedEffectId": "SupportDazzlePlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/DazzleSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/DazzleSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Debuff inflicts 50% more Stun buildup.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 10,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Dazed",
              "Daze"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/dazeddebufficon2-6ab1f1ee8ad62202.webp",
            "definitionRow": 2433,
            "visualRow": 2258,
            "visualId": "dazed",
            "ggpkPath": "Art/2DArt/BuffIcons/DazedDebuffIcon2.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "198c566ea8a88041034d157e29c23c9e61c31b7ef883a1c91f64f8f3ecd6c9f2"
          }
        },
        {
          "id": "pinned",
          "title": "Pinned",
          "description": "You cannot move.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2197,
            "id": "pinned",
            "rawName": "Pinned",
            "rawDescription": "You cannot move.",
            "statIds": [
              "no_movement_speed",
              "stopped_by_pin",
              "num_pins"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-251",
              "name": "Artillery Ballista",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "ProjectilesFromUser · Trappable · Mineable · SummonsTotem · SummonsAttackTotem · TotemsAreBallistae · UsableWhileMoving",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ca43da6312d7fd9a2a9145fb.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/299f6fb9c9e2f430408c96bf.webp",
              "description": "Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.",
              "descriptionMarkup": "Deploy a [Ballista] [Totem] that rains down a salvo of [Pinned|Pinning], [Maim|Maiming] bolts.",
              "explicitMods": [
                {
                  "line": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "short": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "maxLine": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "maxShort": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "q20Line": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "q20Short": "Totem gains +(0 - 75)% to all Elemental Resistances",
                  "ggpkStatIds": [
                    "totem_elemental_resistance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "short": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "maxLine": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "maxShort": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "q20Line": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "q20Short": "Totem gains +(0 - 35)% to Chaos Resistance",
                  "ggpkStatIds": [
                    "totem_chaos_resistance_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Limit 1 Totem",
                  "short": "Limit 1 Totem",
                  "maxLine": "Limit 1 Totem",
                  "maxShort": "Limit 1 Totem",
                  "q20Line": "Limit 1 Totem",
                  "q20Short": "Limit 1 Totem",
                  "ggpkStatIds": [
                    "base_number_of_totems_allowed"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Totem duration is 12 seconds",
                  "short": "Totem duration is 12 seconds",
                  "maxLine": "Totem duration is 12 seconds",
                  "maxShort": "Totem duration is 12 seconds",
                  "q20Line": "Totem duration is 12 seconds",
                  "q20Short": "Totem duration is 12 seconds",
                  "ggpkStatIds": [
                    "base_totem_duration",
                    "quality_display_base_totem_duration_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Bolt impact radius is 2.5 metres",
                  "short": "Bolt impact radius is 2.5 metres",
                  "maxLine": "Bolt impact radius is 2.5 metres",
                  "maxShort": "Bolt impact radius is 2.5 metres",
                  "q20Line": "Bolt impact radius is 2.5 metres",
                  "q20Short": "Bolt impact radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ripwire_arrow.csd"
                },
                {
                  "line": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "short": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "maxLine": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "maxShort": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "q20Line": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "q20Short": "Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo",
                  "ggpkStatIds": [
                    "base_number_of_projectiles"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ripwire_arrow.csd"
                },
                {
                  "line": "Hits are Pinning",
                  "short": "Hits are Pinning",
                  "maxLine": "Hits are Pinning",
                  "maxShort": "Hits are Pinning",
                  "q20Line": "Hits are Pinning",
                  "q20Short": "Hits are Pinning",
                  "ggpkStatIds": [
                    "base_all_damage_can_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Pins Enemies as though dealing 600% more Damage",
                  "short": "Pins Enemies as though dealing 600% more Damage",
                  "maxLine": "Pins Enemies as though dealing 600% more Damage",
                  "maxShort": "Pins Enemies as though dealing 600% more Damage",
                  "q20Line": "Pins Enemies as though dealing 600% more Damage",
                  "q20Short": "Pins Enemies as though dealing 600% more Damage",
                  "ggpkStatIds": [
                    "active_skill_pins_as_though_dealt_damage_+%_final",
                    "quality_display_active_skill_pins_as_though_dealt_damage_+%_final_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Maim on Hit",
                  "short": "Maim on Hit",
                  "maxLine": "Maim on Hit",
                  "maxShort": "Maim on Hit",
                  "q20Line": "Maim on Hit",
                  "q20Short": "Maim on Hit",
                  "ggpkStatIds": [
                    "global_maim_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "short": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "maxLine": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "maxShort": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "q20Line": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "q20Short": "Pins Enemies as though dealing (0 - 200)% more Damage",
                  "ggpkStatIds": [
                    "active_skill_pins_as_though_dealt_damage_+%_final",
                    "quality_display_active_skill_pins_as_though_dealt_damage_+%_final_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "ProjectilesFromUser",
                "Trappable",
                "Mineable",
                "SummonsTotem",
                "SummonsAttackTotem",
                "TotemsAreBallistae",
                "UsableWhileMoving",
                "Limit",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "ballista",
                  "label": "Ballista",
                  "source": "Ballista",
                  "description": "Ballistas are a type of Totem that use Projectile Attacks .",
                  "url": "https://poe2db.tw/us/Ballista_Totems",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pinning",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "maim",
                  "label": "Maiming",
                  "source": "Maim",
                  "description": "Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.",
                  "url": "https://poe2db.tw/Maim",
                  "related": [
                    {
                      "key": "slow",
                      "label": "Slow",
                      "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                      "url": "https://poe2db.tw/Slow",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 9,
                    "end": 19,
                    "raw": "[Ballista]",
                    "leftKey": "Ballista",
                    "label": "Ballista",
                    "canonicalKey": "ballista",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 27,
                    "raw": "[Totem]",
                    "leftKey": "Totem",
                    "label": "Totem",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 55,
                    "end": 71,
                    "raw": "[Pinned|Pinning]",
                    "leftKey": "Pinned",
                    "label": "Pinning",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 87,
                    "raw": "[Maim|Maiming]",
                    "leftKey": "Maim",
                    "label": "Maiming",
                    "canonicalKey": "maim",
                    "resolved": true
                  },
                  {
                    "start": 9,
                    "end": 19,
                    "raw": "[Ballista]",
                    "leftKey": "Ballista",
                    "label": "Ballista",
                    "canonicalKey": "ballista",
                    "resolved": true
                  },
                  {
                    "start": 25,
                    "end": 38,
                    "raw": "[Pinned|Pins]",
                    "leftKey": "Pinned",
                    "label": "Pins",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 43,
                    "end": 55,
                    "raw": "[Maim|Maims]",
                    "leftKey": "Maim",
                    "label": "Maims",
                    "canonicalKey": "maim",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Totem"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:251",
                "baseItemId": "Metadata/Items/Gems/SkillGemRipwireBallista",
                "activeSkillId": "artillery_ballista",
                "grantedEffectId": "ArtilleryBallistaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MercRipwireBallista.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RipwireBallistaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-383",
              "name": "Bone Cage",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Spell · Duration · Area · Physical · Unleashable · Nova · UsableWhileMoving",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d4ba79c6c02eaf2f80b75460.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5c2244562d0eb30f575c4043.webp",
              "description": "Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.",
              "descriptionMarkup": "Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and [Pinned|Pinning] those enemies. Raising a new ring of spikes destroys the previous one.",
              "explicitMods": [
                {
                  "line": "Deals (10 - 347) to (15 - 521) Physical Damage",
                  "short": "Deals (10 - 347) to (15 - 521) Physical Damage",
                  "maxLine": "Deals (10 - 347) to (15 - 521) Physical Damage",
                  "maxShort": "Deals (10 - 347) to (15 - 521) Physical Damage",
                  "q20Line": "Deals (10 - 347) to (15 - 521) Physical Damage",
                  "q20Short": "Deals (10 - 347) to (15 - 521) Physical Damage",
                  "ggpkStatIds": [
                    "spell_minimum_base_physical_damage",
                    "spell_maximum_base_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_cage.csd"
                },
                {
                  "line": "Cage radius is 1.8 metres",
                  "short": "Cage radius is 1.8 metres",
                  "maxLine": "Cage radius is 1.8 metres",
                  "maxShort": "Cage radius is 1.8 metres",
                  "q20Line": "Cage radius is 1.8 metres",
                  "q20Short": "Cage radius is 1.8 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_cage.csd"
                },
                {
                  "line": "Explosion radius is 1 metre",
                  "short": "Explosion radius is 1 metre",
                  "maxLine": "Explosion radius is 1 metre",
                  "maxShort": "Explosion radius is 1 metre",
                  "q20Line": "Explosion radius is 1 metre",
                  "q20Short": "Explosion radius is 1 metre",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_cage.csd"
                },
                {
                  "line": "Cage duration is 1.6 seconds",
                  "short": "Cage duration is 1.6 seconds",
                  "maxLine": "Cage duration is 1.6 seconds",
                  "maxShort": "Cage duration is 1.6 seconds",
                  "q20Line": "Cage duration is 1.6 seconds",
                  "q20Short": "Cage duration is 1.6 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/bone_cage.csd"
                },
                {
                  "line": "Hits are Pinning",
                  "short": "Hits are Pinning",
                  "maxLine": "Hits are Pinning",
                  "maxShort": "Hits are Pinning",
                  "q20Line": "Hits are Pinning",
                  "q20Short": "Hits are Pinning",
                  "ggpkStatIds": [
                    "base_all_damage_can_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Pins Enemies as though dealing 50% more Damage",
                  "short": "Pins Enemies as though dealing 50% more Damage",
                  "maxLine": "Pins Enemies as though dealing 50% more Damage",
                  "maxShort": "Pins Enemies as though dealing 50% more Damage",
                  "q20Line": "Pins Enemies as though dealing 50% more Damage",
                  "q20Short": "Pins Enemies as though dealing 50% more Damage",
                  "ggpkStatIds": [
                    "active_skill_pins_as_though_dealt_damage_+%_final",
                    "quality_display_active_skill_pins_as_though_dealt_damage_+%_final_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Pins Enemies as though dealing (0 - 50)% more Damage",
                  "short": "Pins Enemies as though dealing (0 - 50)% more Damage",
                  "maxLine": "Pins Enemies as though dealing (0 - 50)% more Damage",
                  "maxShort": "Pins Enemies as though dealing (0 - 50)% more Damage",
                  "q20Line": "Pins Enemies as though dealing (0 - 50)% more Damage",
                  "q20Short": "Pins Enemies as though dealing (0 - 50)% more Damage",
                  "ggpkStatIds": [
                    "active_skill_pins_as_though_dealt_damage_+%_final",
                    "quality_display_active_skill_pins_as_though_dealt_damage_+%_final_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Spell",
                "Duration",
                "Area",
                "Physical",
                "Unleashable",
                "Nova",
                "UsableWhileMoving",
                "Damage",
                "Triggerable",
                "Cascadable",
                "Necrotic",
                "Totemable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "pinned",
                  "label": "Pinning",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 103,
                    "end": 119,
                    "raw": "[Pinned|Pinning]",
                    "leftKey": "Pinned",
                    "label": "Pinning",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:383",
                "baseItemId": "Metadata/Items/Gem/SkillGemBoneCage",
                "activeSkillId": "bone_cage",
                "grantedEffectId": "BoneCagePlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/bone_cage.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/WitchBoneCage.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/WitchBoneCageSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-725",
              "name": "Combat Frenzy",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/60c21d5f020d193f3dbe49ba.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c467ad261fc72e42aca6bdc2.webp",
              "description": "While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.",
              "descriptionMarkup": "While active, grants you a [Charges|Frenzy Charge] when you [Freeze], [Electrocute] or [Pinned|Pin] an enemy. This can only occur once every few seconds.",
              "explicitMods": [
                {
                  "line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxLine": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "maxShort": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Line": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "q20Short": "Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (6.1 - 8) seconds",
                  "ggpkStatIds": [
                    "skill_combat_frenzy_x_ms_cooldown"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% chance to gain an additional Charge",
                  "short": "(0 - 10)% chance to gain an additional Charge",
                  "maxLine": "(0 - 10)% chance to gain an additional Charge",
                  "maxShort": "(0 - 10)% chance to gain an additional Charge",
                  "q20Line": "(0 - 10)% chance to gain an additional Charge",
                  "q20Short": "(0 - 10)% chance to gain an additional Charge",
                  "ggpkStatIds": [
                    "chance_to_gain_1_more_charge_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "GeneratesCharges",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "charges",
                  "label": "Frenzy Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "electrocute",
                  "label": "Electrocute",
                  "source": "Electrocute",
                  "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                  "url": "https://poe2db.tw/us/Electrocution",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 27,
                    "end": 50,
                    "raw": "[Charges|Frenzy Charge]",
                    "leftKey": "Charges",
                    "label": "Frenzy Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 60,
                    "end": 68,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 70,
                    "end": 83,
                    "raw": "[Electrocute]",
                    "leftKey": "Electrocute",
                    "label": "Electrocute",
                    "canonicalKey": "electrocute",
                    "resolved": true
                  },
                  {
                    "start": 87,
                    "end": 99,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:725",
                "baseItemId": "Metadata/Items/Gem/SkillGemCombatFrenzy",
                "activeSkillId": "combat_frenzy",
                "grantedEffectId": "CombatFrenzyPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/combat_frenzy.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RangerCombatFrenzySkill.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RangerCombatFrenzySkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-795",
              "name": "Bone Shrapnel",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/5a06f1990f88ccf6d8371b1a.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2f2badf1ebf5dbd73a76f7e4.webp",
              "description": "Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.",
              "descriptionMarkup": "Supports Skills which [Hit] Enemies. Supported Skills trigger Bone Shrapnel explosions when killing [Pinned] Enemies.",
              "explicitMods": [
                {
                  "line": "Supported Skills cannot cause Pin buildup",
                  "short": "Supported Skills cannot cause Pin buildup",
                  "maxLine": "Supported Skills cannot cause Pin buildup",
                  "maxShort": "Supported Skills cannot cause Pin buildup",
                  "q20Line": "Supported Skills cannot cause Pin buildup",
                  "q20Short": "Supported Skills cannot cause Pin buildup",
                  "ggpkStatIds": [
                    "cannot_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Supported Skills trigger Bone Shrapnel Explosions on killing Pinned Enemies",
                  "short": "Supported Skills trigger Bone Shrapnel Explosions on killing Pinned Enemies",
                  "maxLine": "Supported Skills trigger Bone Shrapnel Explosions on killing Pinned Enemies",
                  "maxShort": "Supported Skills trigger Bone Shrapnel Explosions on killing Pinned Enemies",
                  "q20Line": "Supported Skills trigger Bone Shrapnel Explosions on killing Pinned Enemies",
                  "q20Short": "Supported Skills trigger Bone Shrapnel Explosions on killing Pinned Enemies",
                  "ggpkStatIds": [
                    "trigger_bone_shrapnel_explosion_on_killing_pinned_enemy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Explosion radius is 2 metres",
                  "short": "Explosion radius is 2 metres",
                  "maxLine": "Explosion radius is 2 metres",
                  "maxShort": "Explosion radius is 2 metres",
                  "q20Line": "Explosion radius is 2 metres",
                  "q20Short": "Explosion radius is 2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/triggered_bone_shrapnel.csd"
                },
                {
                  "line": "Cannot cause Pin buildup",
                  "short": "Cannot cause Pin buildup",
                  "maxLine": "Cannot cause Pin buildup",
                  "maxShort": "Cannot cause Pin buildup",
                  "q20Line": "Cannot cause Pin buildup",
                  "q20Short": "Cannot cause Pin buildup",
                  "ggpkStatIds": [
                    "cannot_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Deals 25% of Pinned target's Maximum Life as Physical Damage",
                  "short": "Deals 25% of Pinned target's Maximum Life as Physical Damage",
                  "maxLine": "Deals 25% of Pinned target's Maximum Life as Physical Damage",
                  "maxShort": "Deals 25% of Pinned target's Maximum Life as Physical Damage",
                  "q20Line": "Deals 25% of Pinned target's Maximum Life as Physical Damage",
                  "q20Short": "Deals 25% of Pinned target's Maximum Life as Physical Damage",
                  "ggpkStatIds": [
                    "support_bone_shrapnel_physical_damage_equal_to_%_monster_life"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pinned",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 22,
                    "end": 27,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 100,
                    "end": 108,
                    "raw": "[Pinned]",
                    "leftKey": "Pinned",
                    "label": "Pinned",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:795",
                "baseItemId": "Metadata/Items/Gem/SupportGemBoneShrapnel",
                "activeSkillId": "",
                "grantedEffectId": "SupportBoneShrapnelPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/BoneShrapnelSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/BoneShrapnelSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-442",
              "name": "Lockdown",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8b27142743590de1ac92f60e.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/bcab09fed56295663da11073.webp",
              "description": "Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.",
              "descriptionMarkup": "Supports any skill that [Hit|Hits] enemies, causing any [Pinned|Pin] buildup it inflicts to be stronger the closer the enemy is to you.",
              "explicitMods": [
                {
                  "line": "Supported Skills have 120% more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres",
                  "short": "Supported Skills have 120% more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres",
                  "maxLine": "Supported Skills have 120% more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres",
                  "maxShort": "Supported Skills have 120% more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres",
                  "q20Line": "Supported Skills have 120% more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres",
                  "q20Short": "Supported Skills have 120% more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres",
                  "ggpkStatIds": [
                    "support_lockdown_distance_based_pin_damage_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 34,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 68,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:442",
                "baseItemId": "Metadata/Items/Gems/SupportGemLockdown",
                "activeSkillId": "",
                "grantedEffectId": "SupportLockdownPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/LockdownSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/LockdownSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-447",
              "name": "Pin I",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fcc1bc5fe8293e61a63fe02f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e8b4864510a07e7b4d97013d.webp",
              "description": "Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.",
              "descriptionMarkup": "Supports any skill that [Hit|Hits] enemies, allowing its [Physical] damage to [Pinned|Pin] enemies but making it unable to [Stun].",
              "explicitMods": [
                {
                  "line": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "short": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "maxLine": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "maxShort": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "q20Line": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "q20Short": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "ggpkStatIds": [
                    "support_pin_buildup_pin_instead_of_stun"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Physical Damage from Supported Skill is Pinning",
                  "short": "Physical Damage from Supported Skill is Pinning",
                  "maxLine": "Physical Damage from Supported Skill is Pinning",
                  "maxShort": "Physical Damage from Supported Skill is Pinning",
                  "q20Line": "Physical Damage from Supported Skill is Pinning",
                  "q20Short": "Physical Damage from Supported Skill is Pinning",
                  "ggpkStatIds": [
                    "support_pin_physical_damage_can_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "stun",
                  "label": "Stun",
                  "source": "Stun",
                  "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Stun",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 34,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 67,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 78,
                    "end": 90,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 123,
                    "end": 129,
                    "raw": "[Stun]",
                    "leftKey": "Stun",
                    "label": "Stun",
                    "canonicalKey": "stun",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:447",
                "baseItemId": "Metadata/Items/Gems/SupportGemPin",
                "activeSkillId": "",
                "grantedEffectId": "SupportPinPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/PinSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/PinSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-448",
              "name": "Pin II",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fcc1bc5fe8293e61a63fe02f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e8b4864510a07e7b4d97013d.webp",
              "description": "Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.",
              "descriptionMarkup": "Supports any skill that [Hit|Hits] enemies, allowing its [Physical] damage to [Pinned|Pin] enemies but making it unable to [Stun], as well as granting [Critical|Critial Hit Chance] against [Immobilised] enemies.",
              "explicitMods": [
                {
                  "line": "Supported Skills have 50% increased Critical Hit Chance against Immobilised Enemies",
                  "short": "Supported Skills have 50% increased Critical Hit Chance against Immobilised Enemies",
                  "maxLine": "Supported Skills have 50% increased Critical Hit Chance against Immobilised Enemies",
                  "maxShort": "Supported Skills have 50% increased Critical Hit Chance against Immobilised Enemies",
                  "q20Line": "Supported Skills have 50% increased Critical Hit Chance against Immobilised Enemies",
                  "q20Short": "Supported Skills have 50% increased Critical Hit Chance against Immobilised Enemies",
                  "ggpkStatIds": [
                    "critical_strike_chance_+%_vs_immobilised_enemies"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "short": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "maxLine": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "maxShort": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "q20Line": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "q20Short": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "ggpkStatIds": [
                    "support_pin_buildup_pin_instead_of_stun"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Physical Damage from Supported Skill is Pinning",
                  "short": "Physical Damage from Supported Skill is Pinning",
                  "maxLine": "Physical Damage from Supported Skill is Pinning",
                  "maxShort": "Physical Damage from Supported Skill is Pinning",
                  "q20Line": "Physical Damage from Supported Skill is Pinning",
                  "q20Short": "Physical Damage from Supported Skill is Pinning",
                  "ggpkStatIds": [
                    "support_pin_physical_damage_can_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "stun",
                  "label": "Stun",
                  "source": "Stun",
                  "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Stun",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "critical",
                  "label": "Critial Hit Chance",
                  "source": "Critical",
                  "description": "Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.\nAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.\nMost modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.",
                  "url": "https://poe2db.tw/us/Critical_Hits",
                  "related": [
                    {
                      "key": "criticaldamagebonus",
                      "label": "CriticalDamageBonus",
                      "description": "Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).",
                      "url": "https://poe2db.tw/us/Critical_Damage_Bonus",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "immobilised",
                  "label": "Immobilised",
                  "source": "Immobilised",
                  "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                  "url": "https://poe2db.tw/Immobilised",
                  "related": [
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": [
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "pinned",
                      "label": "Pinned",
                      "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                      "url": "https://poe2db.tw/Pinned",
                      "related": [
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "electrocute",
                      "label": "Electrocute",
                      "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                      "url": "https://poe2db.tw/us/Electrocution",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 34,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 67,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 78,
                    "end": 90,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 123,
                    "end": 129,
                    "raw": "[Stun]",
                    "leftKey": "Stun",
                    "label": "Stun",
                    "canonicalKey": "stun",
                    "resolved": true
                  },
                  {
                    "start": 151,
                    "end": 180,
                    "raw": "[Critical|Critial Hit Chance]",
                    "leftKey": "Critical",
                    "label": "Critial Hit Chance",
                    "canonicalKey": "critical",
                    "resolved": true
                  },
                  {
                    "start": 189,
                    "end": 202,
                    "raw": "[Immobilised]",
                    "leftKey": "Immobilised",
                    "label": "Immobilised",
                    "canonicalKey": "immobilised",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:448",
                "baseItemId": "Metadata/Items/Gems/SupportGemPinTwo",
                "activeSkillId": "",
                "grantedEffectId": "SupportPinPlayerTwo",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/PinSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/PinSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-449",
              "name": "Pin III",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/fcc1bc5fe8293e61a63fe02f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/e8b4864510a07e7b4d97013d.webp",
              "description": "Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.",
              "descriptionMarkup": "Supports any skill that [Hit|Hits] enemies, allowing its [Physical] damage to [Pinned|Pin] enemies but making it unable to [Stun]. [Pinned|Pin] buildup caused by Supported Skill is lessened, but [Pinned|Pin] duration is significantly longer.",
              "explicitMods": [
                {
                  "line": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "short": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "maxLine": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "maxShort": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "q20Line": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "q20Short": "Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup",
                  "ggpkStatIds": [
                    "support_pin_buildup_pin_instead_of_stun"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Physical Damage from Supported Skill is Pinning",
                  "short": "Physical Damage from Supported Skill is Pinning",
                  "maxLine": "Physical Damage from Supported Skill is Pinning",
                  "maxShort": "Physical Damage from Supported Skill is Pinning",
                  "q20Line": "Physical Damage from Supported Skill is Pinning",
                  "q20Short": "Physical Damage from Supported Skill is Pinning",
                  "ggpkStatIds": [
                    "support_pin_physical_damage_can_pin"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Hits with Supported Skills cause 60% less Pin buildup",
                  "short": "Hits with Supported Skills cause 60% less Pin buildup",
                  "maxLine": "Hits with Supported Skills cause 60% less Pin buildup",
                  "maxShort": "Hits with Supported Skills cause 60% less Pin buildup",
                  "q20Line": "Hits with Supported Skills cause 60% less Pin buildup",
                  "q20Short": "Hits with Supported Skills cause 60% less Pin buildup",
                  "ggpkStatIds": [
                    "support_pin_pin_buildup_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Pin caused by Supported Skills has 30% more duration",
                  "short": "Pin caused by Supported Skills has 30% more duration",
                  "maxLine": "Pin caused by Supported Skills has 30% more duration",
                  "maxShort": "Pin caused by Supported Skills has 30% more duration",
                  "q20Line": "Pin caused by Supported Skills has 30% more duration",
                  "q20Short": "Pin caused by Supported Skills has 30% more duration",
                  "ggpkStatIds": [
                    "support_pin_pin_duration_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "pinned",
                  "label": "Pin",
                  "source": "Pinned",
                  "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                  "url": "https://poe2db.tw/Pinned",
                  "related": [
                    {
                      "key": "evasion",
                      "label": "Evasion",
                      "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                      "url": "https://poe2db.tw/Evasion",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "stun",
                  "label": "Stun",
                  "source": "Stun",
                  "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Stun",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightstun",
                      "label": "LightStun",
                      "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Light_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 24,
                    "end": 34,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 57,
                    "end": 67,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 78,
                    "end": 90,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 123,
                    "end": 129,
                    "raw": "[Stun]",
                    "leftKey": "Stun",
                    "label": "Stun",
                    "canonicalKey": "stun",
                    "resolved": true
                  },
                  {
                    "start": 131,
                    "end": 143,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  },
                  {
                    "start": 195,
                    "end": 207,
                    "raw": "[Pinned|Pin]",
                    "leftKey": "Pinned",
                    "label": "Pin",
                    "canonicalKey": "pinned",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:449",
                "baseItemId": "Metadata/Items/Gems/SupportGemPinThree",
                "activeSkillId": "",
                "grantedEffectId": "SupportPinPlayerThree",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/PinSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/PinSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "You cannot move.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 9,
            "publishedCards": 8,
            "truncated": true,
            "matchTerms": [
              "Pinned",
              "Pin"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/pinneddebuff-3ce248368ca8ddf1.webp",
            "definitionRow": 2197,
            "visualRow": 2208,
            "visualId": "ring_of_bone_pinned",
            "ggpkPath": "Art/2DArt/BuffIcons/PinnedDebuff.dds",
            "mapping": "reviewed-status-visual",
            "sha256": "2490d31e7b4327d3bfbe21ffa54c6f6d5f93e0b769cf122597d8c3d907560970"
          }
        },
        {
          "id": "armour_break_tracker",
          "title": "Armour Break",
          "description": "A portion of Armour has been Broken.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2221,
            "id": "armour_break_tracker",
            "rawName": "Armour Break",
            "rawDescription": "A portion of [Armour] has been [ArmourBreak|Broken].",
            "statIds": [
              "armour_break_count"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-52",
              "name": "Armour Breaker",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Area · Physical · AttackInPlace · Totemable",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/31537b60e2cf510494c4d058.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b9b2ba5465549c0bb4b2ef93.webp",
              "description": "Strike with a forceful blow, knocking enemies back and weakening their Armour.",
              "descriptionMarkup": "[Strike] with a forceful blow, knocking enemies back and weakening their [Armour|Armour].",
              "explicitMods": [
                {
                  "line": "40% more attack speed while Dual Wielding",
                  "short": "40% more attack speed while Dual Wielding",
                  "maxLine": "40% more attack speed while Dual Wielding",
                  "maxShort": "40% more attack speed while Dual Wielding",
                  "q20Line": "40% more attack speed while Dual Wielding",
                  "q20Short": "40% more attack speed while Dual Wielding",
                  "ggpkStatIds": [
                    "active_skill_attack_speed_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/armour_breaker.csd"
                },
                {
                  "line": "+0.2 metres to Melee Strike Range",
                  "short": "+0.2 metres to Melee Strike Range",
                  "maxLine": "+0.2 metres to Melee Strike Range",
                  "maxShort": "+0.2 metres to Melee Strike Range",
                  "q20Line": "+0.2 metres to Melee Strike Range",
                  "q20Short": "+0.2 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Hits Break (3 - 4918) Armour",
                  "short": "Hits Break (3 - 4918) Armour",
                  "maxLine": "Hits Break (3 - 4918) Armour",
                  "maxShort": "Hits Break (3 - 4918) Armour",
                  "q20Line": "Hits Break (3 - 4918) Armour",
                  "q20Short": "Hits Break (3 - 4918) Armour",
                  "ggpkStatIds": [
                    "apply_X_armour_break_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Break (0 - 20)% increased Armour",
                  "short": "Break (0 - 20)% increased Armour",
                  "maxLine": "Break (0 - 20)% increased Armour",
                  "maxShort": "Break (0 - 20)% increased Armour",
                  "q20Line": "Break (0 - 20)% increased Armour",
                  "q20Short": "Break (0 - 20)% increased Armour",
                  "ggpkStatIds": [
                    "armour_break_amount_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Area",
                "Physical",
                "AttackInPlace",
                "Totemable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour",
                  "label": "Armour",
                  "source": "Armour",
                  "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                  "url": "https://poe2db.tw/Armour",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 8,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 88,
                    "raw": "[Armour|Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 8,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 34,
                    "end": 42,
                    "raw": "[Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:52",
                "baseItemId": "Metadata/Items/Gems/SkillGemArmourBreaker",
                "activeSkillId": "armour_breaker",
                "grantedEffectId": "ArmourBreakerPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/armour_breaker.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteHeavyStrike.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/HeavyStrikeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1",
              "name": "Leap Slam",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Melee · Slam · Totemable · Travel · Jumping",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/02cb29557405bffa47567d56.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d9a2e84c4be05112e796ebd7.webp",
              "description": "Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are\npushed out of the way.",
              "descriptionMarkup": "Jump into the air, damaging and [Knockback|Knocking Back] enemies with your mace where you land. Enemies you would land on are\npushed out of the way.",
              "explicitMods": [
                {
                  "line": "Impact radius is 2.5 metres",
                  "short": "Impact radius is 2.5 metres",
                  "maxLine": "Impact radius is 2.5 metres",
                  "maxShort": "Impact radius is 2.5 metres",
                  "q20Line": "Impact radius is 2.5 metres",
                  "q20Short": "Impact radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/leap_slam.csd"
                },
                {
                  "line": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "short": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "maxLine": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "maxShort": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "q20Line": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "q20Short": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_consume_enemy_fully_broken_armour_to_gain_hit_damage_stun_multiplier_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/leap_slam.csd"
                },
                {
                  "line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxLine": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxShort": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(50 - 88)% more Stun buildup",
                  "short": "(50 - 88)% more Stun buildup",
                  "maxLine": "(50 - 88)% more Stun buildup",
                  "maxShort": "(50 - 88)% more Stun buildup",
                  "q20Line": "(50 - 88)% more Stun buildup",
                  "q20Short": "(50 - 88)% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "short": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "maxLine": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "maxShort": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "q20Line": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "q20Short": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "short": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "maxLine": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "maxShort": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "q20Line": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "q20Short": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_vs_fully_broken_armour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Melee",
                "Slam",
                "Totemable",
                "Travel",
                "Jumping",
                "ConsumesFullyBrokenArmour"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "knockback",
                  "label": "Knocking Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 32,
                    "end": 57,
                    "raw": "[Knockback|Knocking Back]",
                    "leftKey": "Knockback",
                    "label": "Knocking Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 32,
                    "end": 38,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1",
                "baseItemId": "Metadata/Items/Gems/SkillGemLeapSlam",
                "activeSkillId": "leap_slam",
                "grantedEffectId": "LeapSlamPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/leap_slam.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteLeapSlam.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/LeapSlamSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-501",
              "name": "Armour Piercing Rounds",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b96face5886c546c997552f8.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/305f053c0ae5ab62604ffde5.webp",
              "description": "Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.",
              "descriptionMarkup": "[Ammunition|Load your Crossbow] with a clip of bolts that can be fired rapidly and [ArmourBreak|Break enemy Armour]. Using this Skill again reloads the clip.",
              "explicitMods": [
                {
                  "line": "+(12 - 21) Bolts loaded per clip",
                  "short": "+(12 - 21) Bolts loaded per clip",
                  "maxLine": "+(12 - 21) Bolts loaded per clip",
                  "maxShort": "+(12 - 21) Bolts loaded per clip",
                  "q20Line": "+(12 - 21) Bolts loaded per clip",
                  "q20Short": "+(12 - 21) Bolts loaded per clip",
                  "ggpkStatIds": [
                    "base_number_of_crossbow_bolts",
                    "quality_display_base_number_of_crossbow_bolts_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Hits Break (1 - 845) Armour",
                  "short": "Hits Break (1 - 845) Armour",
                  "maxLine": "Hits Break (1 - 845) Armour",
                  "maxShort": "Hits Break (1 - 845) Armour",
                  "q20Line": "Hits Break (1 - 845) Armour",
                  "q20Short": "Hits Break (1 - 845) Armour",
                  "ggpkStatIds": [
                    "apply_X_armour_break_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Break (0 - 20)% increased Armour",
                  "short": "Break (0 - 20)% increased Armour",
                  "maxLine": "Break (0 - 20)% increased Armour",
                  "maxShort": "Break (0 - 20)% increased Armour",
                  "q20Line": "Break (0 - 20)% increased Armour",
                  "q20Short": "Break (0 - 20)% increased Armour",
                  "ggpkStatIds": [
                    "armour_break_amount_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "CrossbowAmmoSkill",
                "ReservesManually",
                "Attack",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "crossbow_ammunition_skills",
                  "label": "Load your Crossbow",
                  "source": "Crossbow_Ammunition_Skills",
                  "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                  "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                  "related": [
                    {
                      "key": "crossbow",
                      "label": "Crossbow",
                      "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                      "url": "https://poe2db.tw/us/Crossbows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "knockback",
                      "label": "Knockback",
                      "description": "Knockback pushes Enemies away when Hit .",
                      "url": "https://poe2db.tw/Knockback",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break enemy Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 31,
                    "raw": "[Ammunition|Load your Crossbow]",
                    "leftKey": "Ammunition",
                    "label": "Load your Crossbow",
                    "canonicalKey": "crossbow_ammunition_skills",
                    "resolved": true
                  },
                  {
                    "start": 83,
                    "end": 115,
                    "raw": "[ArmourBreak|Break enemy Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break enemy Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 5,
                    "end": 34,
                    "raw": "[ArmourBreak|Armour-Breaking]",
                    "leftKey": "ArmourBreak",
                    "label": "Armour-Breaking",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:501",
                "baseItemId": "Metadata/Items/Gem/SkillGemArmourPiercingRounds",
                "activeSkillId": "armour_piercing_rounds_ammo",
                "grantedEffectId": "ArmourPiercingBoltsAmmoPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RapidShotPhysical.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RapidShotPhysicalSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-295",
              "name": "Ferocious Roar",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Warcry · Area · Meta · Shapeshift · Bear · Nova · Cooldown",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/95e7b20ba36aa0a41a93ab9b.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d5fa01a555ec794a6561f3a5.webp",
              "description": "Shapeshift into a Bear and roar in defiance, immediately gaining Rage if there are enemies nearby and Empowering subsequent Attacks to Break Armour. Alternatively, socketing a human-form Warcry into this Skill triggers that Warcry instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance Charge.",
              "descriptionMarkup": "[Shapeshift] into a [Bear] and roar in defiance, immediately gaining [Rage] if there are enemies nearby and [Empowered|Empowering] subsequent [Attack|Attacks] to [ArmourBreak|Break Armour]. Alternatively, socketing a human-form [Warcry] into this Skill triggers that [Warcry] instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Warcry radius is 7 metres",
                  "short": "Warcry radius is 7 metres",
                  "maxLine": "Warcry radius is 7 metres",
                  "maxShort": "Warcry radius is 7 metres",
                  "q20Line": "Warcry radius is 7 metres",
                  "q20Short": "Warcry radius is 7 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                },
                {
                  "line": "Gain 2 Rage per enemy Power in range",
                  "short": "Gain 2 Rage per enemy Power in range",
                  "maxLine": "Gain 2 Rage per enemy Power in range",
                  "maxShort": "Gain 2 Rage per enemy Power in range",
                  "q20Line": "Gain 2 Rage per enemy Power in range",
                  "q20Short": "Gain 2 Rage per enemy Power in range",
                  "ggpkStatIds": [
                    "bear_warcry_gain_X_centirage_per_enemy_power"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                },
                {
                  "line": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "short": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "maxLine": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "maxShort": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "q20Line": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "q20Short": "Empowered Attacks Break (5 - 6147) Armour on Hit",
                  "ggpkStatIds": [
                    "warcry_grant_break_X_armour_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                },
                {
                  "line": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "short": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "maxLine": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "maxShort": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "q20Line": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "q20Short": "Empowers one Attack per 8 enemy Power in range, counting up to 64 Power",
                  "ggpkStatIds": [
                    "warcry_empowers_per_X_monster_power",
                    "warcry_empowers_per_X_monster_power_mp_cap"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Socketed Skills have 50% increased Area of Effect",
                  "short": "Socketed Skills have 50% increased Area of Effect",
                  "maxLine": "Socketed Skills have 50% increased Area of Effect",
                  "maxShort": "Socketed Skills have 50% increased Area of Effect",
                  "q20Line": "Socketed Skills have 50% increased Area of Effect",
                  "q20Short": "Socketed Skills have 50% increased Area of Effect",
                  "ggpkStatIds": [
                    "base_skill_area_of_effect_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "Socketed Skills deal (30 - 87)% increased Damage",
                  "short": "Socketed Skills deal (30 - 87)% increased Damage",
                  "maxLine": "Socketed Skills deal (30 - 87)% increased Damage",
                  "maxShort": "Socketed Skills deal (30 - 87)% increased Damage",
                  "q20Line": "Socketed Skills deal (30 - 87)% increased Damage",
                  "q20Short": "Socketed Skills deal (30 - 87)% increased Damage",
                  "ggpkStatIds": [
                    "damage_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Gain (0 - 1) Rage per enemy Power in range",
                  "short": "Gain (0 - 1) Rage per enemy Power in range",
                  "maxLine": "Gain (0 - 1) Rage per enemy Power in range",
                  "maxShort": "Gain (0 - 1) Rage per enemy Power in range",
                  "q20Line": "Gain (0 - 1) Rage per enemy Power in range",
                  "q20Short": "Gain (0 - 1) Rage per enemy Power in range",
                  "ggpkStatIds": [
                    "bear_warcry_gain_X_centirage_per_enemy_power"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                }
              ],
              "tags": [
                "Warcry",
                "Area",
                "Meta",
                "Shapeshift",
                "Bear",
                "Nova",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shapeshifting",
                  "label": "Shapeshift",
                  "source": "Shapeshifting",
                  "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                  "url": "https://poe2db.tw/Shapeshifting",
                  "related": []
                },
                {
                  "key": "bear_form",
                  "label": "Bear",
                  "source": "Bear_Form",
                  "description": "Shapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage .\nWhile in Bear form, you gain:\n• +10 to Armour per level\n• 30% of Armour also applies to Elemental Damage\n• an Endurance Charge for every 15 Rage you spend",
                  "url": "https://poe2db.tw/Bear_Form",
                  "related": [
                    {
                      "key": "shapeshifting",
                      "label": "Shapeshifting",
                      "description": "Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.",
                      "url": "https://poe2db.tw/Shapeshifting",
                      "related": []
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "rage",
                      "label": "Rage",
                      "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                      "url": "https://poe2db.tw/Rage",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "elementaldamage",
                      "label": "ElementalDamage",
                      "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                      "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                      "related": [
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "charges",
                      "label": "Charges",
                      "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                      "url": "https://poe2db.tw/Charges",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "rage",
                  "label": "Rage",
                  "source": "Rage",
                  "description": "Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\nOnly one Hit every 0.5 seconds can cause you to gain Rage.",
                  "url": "https://poe2db.tw/Rage",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "empowered",
                  "label": "Empowering",
                  "source": "Empowered",
                  "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                  "url": "https://poe2db.tw/us/Empowered_Skills",
                  "related": []
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "warcries",
                  "label": "Warcry",
                  "source": "Warcries",
                  "description": "Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.",
                  "url": "https://poe2db.tw/Warcries",
                  "related": [
                    {
                      "key": "power",
                      "label": "Power",
                      "description": "Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :\nNormal: 1\nMagic: 2\nRare: 5\nUnique monsters always have 20 Power.",
                      "url": "https://poe2db.tw/us/Monster_Power",
                      "related": [
                        {
                          "key": "rarity",
                          "label": "Rarity",
                          "description": "Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.",
                          "url": "https://poe2db.tw/Rarity",
                          "related": [
                            {
                              "key": "itemrarity",
                              "label": "ItemRarity",
                              "description": "Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\nMore powerful and dangerous enemies are more likely to drop rarer Items.",
                              "url": "https://poe2db.tw/us/Item_Rarity",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "empowered",
                      "label": "Empowered",
                      "description": "Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.",
                      "url": "https://poe2db.tw/us/Empowered_Skills",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 26,
                    "raw": "[Bear]",
                    "leftKey": "Bear",
                    "label": "Bear",
                    "canonicalKey": "bear_form",
                    "resolved": true
                  },
                  {
                    "start": 69,
                    "end": 75,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 108,
                    "end": 130,
                    "raw": "[Empowered|Empowering]",
                    "leftKey": "Empowered",
                    "label": "Empowering",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 142,
                    "end": 158,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 162,
                    "end": 188,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 228,
                    "end": 236,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 267,
                    "end": 275,
                    "raw": "[Warcry]",
                    "leftKey": "Warcry",
                    "label": "Warcry",
                    "canonicalKey": "warcries",
                    "resolved": true
                  },
                  {
                    "start": 373,
                    "end": 399,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 12,
                    "raw": "[Shapeshift]",
                    "leftKey": "Shapeshift",
                    "label": "Shapeshift",
                    "canonicalKey": "shapeshifting",
                    "resolved": true
                  },
                  {
                    "start": 20,
                    "end": 26,
                    "raw": "[Bear]",
                    "leftKey": "Bear",
                    "label": "Bear",
                    "canonicalKey": "bear_form",
                    "resolved": true
                  },
                  {
                    "start": 45,
                    "end": 51,
                    "raw": "[Rage]",
                    "leftKey": "Rage",
                    "label": "Rage",
                    "canonicalKey": "rage",
                    "resolved": true
                  },
                  {
                    "start": 56,
                    "end": 78,
                    "raw": "[Empowered|Empowering]",
                    "leftKey": "Empowered",
                    "label": "Empowering",
                    "canonicalKey": "empowered",
                    "resolved": true
                  },
                  {
                    "start": 79,
                    "end": 95,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 99,
                    "end": 125,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:295",
                "baseItemId": "Metadata/Items/Gems/SkillGemFerociousRoar",
                "activeSkillId": "ferocious_roar",
                "grantedEffectId": "FerociousRoarMetaPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/ferocious_roar.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/DruidBearWarcry.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BearWarcryMetaSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-498",
              "name": "High Velocity Rounds",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving · ConsumesFullyBrokenArmour · MirageArcherCanUse",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/912a0b75925418a7f50dfc8f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f412788906420b5b8d9ea4d9.webp",
              "description": "Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.",
              "descriptionMarkup": "[Ammunition|Load your Crossbow] with [Pierce|Piercing] bolts that apply [RivenArmour|Riven Armour] to enemies with [ArmourBreak|Fully Broken Armour], causing any [Hit|Hits] against those enemies to deal extra damage.",
              "explicitMods": [
                {
                  "line": "+1 Bolt loaded per clip",
                  "short": "+1 Bolt loaded per clip",
                  "maxLine": "+1 Bolt loaded per clip",
                  "maxShort": "+1 Bolt loaded per clip",
                  "q20Line": "+1 Bolt loaded per clip",
                  "q20Short": "+1 Bolt loaded per clip",
                  "ggpkStatIds": [
                    "base_number_of_crossbow_bolts",
                    "quality_display_base_number_of_crossbow_bolts_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Bolts Pierce 6 Targets",
                  "short": "Bolts Pierce 6 Targets",
                  "maxLine": "Bolts Pierce 6 Targets",
                  "maxShort": "Bolts Pierce 6 Targets",
                  "q20Line": "Bolts Pierce 6 Targets",
                  "q20Short": "Bolts Pierce 6 Targets",
                  "ggpkStatIds": [
                    "projectile_base_number_of_targets_to_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/high_velocity_rounds.csd"
                },
                {
                  "line": "Overwhelm 0% Physical Damage Reduction",
                  "short": "Overwhelm 0% Physical Damage Reduction",
                  "maxLine": "Overwhelm 0% Physical Damage Reduction",
                  "maxShort": "Overwhelm 0% Physical Damage Reduction",
                  "q20Line": "Overwhelm 0% Physical Damage Reduction",
                  "q20Short": "Overwhelm 0% Physical Damage Reduction",
                  "ggpkStatIds": [
                    "enemy_phys_reduction_%_penalty_vs_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "short": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "maxLine": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "maxShort": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "q20Line": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "q20Short": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/high_velocity_rounds.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "short": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "maxLine": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "maxShort": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "q20Line": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "q20Short": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "ggpkStatIds": [
                    "active_skill_projectile_damage_+%_final_if_pierced_enemy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "CrossbowAmmoSkill",
                "ReservesManually",
                "Attack",
                "UsableWhileMoving",
                "ConsumesFullyBrokenArmour",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "crossbow_ammunition_skills",
                  "label": "Load your Crossbow",
                  "source": "Crossbow_Ammunition_Skills",
                  "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                  "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                  "related": [
                    {
                      "key": "crossbow",
                      "label": "Crossbow",
                      "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                      "url": "https://poe2db.tw/us/Crossbows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "knockback",
                      "label": "Knockback",
                      "description": "Knockback pushes Enemies away when Hit .",
                      "url": "https://poe2db.tw/Knockback",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pierce",
                  "label": "Piercing",
                  "source": "Pierce",
                  "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                  "url": "https://poe2db.tw/Pierce",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "riven_armour",
                  "label": "Riven Armour",
                  "source": "Riven_Armour",
                  "description": "Riven Armour is a Debuff inflicted by Hits , which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude .\nThe inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.\nEnemies with Riven Armour cannot get their Armour Broken further.",
                  "url": "https://poe2db.tw/Riven_Armour",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Fully Broken Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 31,
                    "raw": "[Ammunition|Load your Crossbow]",
                    "leftKey": "Ammunition",
                    "label": "Load your Crossbow",
                    "canonicalKey": "crossbow_ammunition_skills",
                    "resolved": true
                  },
                  {
                    "start": 37,
                    "end": 54,
                    "raw": "[Pierce|Piercing]",
                    "leftKey": "Pierce",
                    "label": "Piercing",
                    "canonicalKey": "pierce",
                    "resolved": true
                  },
                  {
                    "start": 72,
                    "end": 98,
                    "raw": "[RivenArmour|Riven Armour]",
                    "leftKey": "RivenArmour",
                    "label": "Riven Armour",
                    "canonicalKey": "riven_armour",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 148,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 162,
                    "end": 172,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 14,
                    "end": 31,
                    "raw": "[Pierce|Piercing]",
                    "leftKey": "Pierce",
                    "label": "Piercing",
                    "canonicalKey": "pierce",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:498",
                "baseItemId": "Metadata/Items/Gem/SkillGemHighVelocityRounds",
                "activeSkillId": "high_velocity_rounds_ammo",
                "grantedEffectId": "HighVelocityRoundsAmmoPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PowerShotPhysical.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/PowerShotPhysicalSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-405",
              "name": "Resonating Shield",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Physical · Channel · RequiresShield · UsableWhileMoving · Area",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f5f437566769a2d143e9e13f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c2d173017ec24dd9964aaf67.webp",
              "description": "Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.",
              "descriptionMarkup": "Repeatedly hammer your [Shield|Shield] with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose [Armour|Armour] for a duration. While [Channelling] Resonating Shield, your [Shield|Shield] is raised and you will [Block|Block] all incoming [Block|Blockable] hits.",
              "explicitMods": [
                {
                  "line": "Shockwave radius is 2.3 metres",
                  "short": "Shockwave radius is 2.3 metres",
                  "maxLine": "Shockwave radius is 2.3 metres",
                  "maxShort": "Shockwave radius is 2.3 metres",
                  "q20Line": "Shockwave radius is 2.3 metres",
                  "q20Short": "Shockwave radius is 2.3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/resonating_shield.csd"
                },
                {
                  "line": "Modifers to Attack speed also affect this skill's cost",
                  "short": "Modifers to Attack speed also affect this skill's cost",
                  "maxLine": "Modifers to Attack speed also affect this skill's cost",
                  "maxShort": "Modifers to Attack speed also affect this skill's cost",
                  "q20Line": "Modifers to Attack speed also affect this skill's cost",
                  "q20Short": "Modifers to Attack speed also affect this skill's cost",
                  "ggpkStatIds": [
                    "attack_speed_modifiers_apply_to_over_time_cost"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Cannot be Empowered by Warcries",
                  "short": "Cannot be Empowered by Warcries",
                  "maxLine": "Cannot be Empowered by Warcries",
                  "maxShort": "Cannot be Empowered by Warcries",
                  "q20Line": "Cannot be Empowered by Warcries",
                  "q20Short": "Cannot be Empowered by Warcries",
                  "ggpkStatIds": [
                    "cannot_be_empowered_by_warcries"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "short": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "maxLine": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "maxShort": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "q20Line": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "q20Short": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "ggpkStatIds": [
                    "off_hand_weapon_minimum_physical_damage",
                    "off_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxLine": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxShort": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "ggpkStatIds": [
                    "off_hand_minimum_added_physical_damage_per_15_shield_armour",
                    "off_hand_maximum_added_physical_damage_per_15_shield_armour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Hits Break (2 - 1537) Armour",
                  "short": "Hits Break (2 - 1537) Armour",
                  "maxLine": "Hits Break (2 - 1537) Armour",
                  "maxShort": "Hits Break (2 - 1537) Armour",
                  "q20Line": "Hits Break (2 - 1537) Armour",
                  "q20Short": "Hits Break (2 - 1537) Armour",
                  "ggpkStatIds": [
                    "apply_X_armour_break_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Break (0 - 20)% increased Armour",
                  "short": "Break (0 - 20)% increased Armour",
                  "maxLine": "Break (0 - 20)% increased Armour",
                  "maxShort": "Break (0 - 20)% increased Armour",
                  "q20Line": "Break (0 - 20)% increased Armour",
                  "q20Short": "Break (0 - 20)% increased Armour",
                  "ggpkStatIds": [
                    "armour_break_amount_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Physical",
                "Channel",
                "RequiresShield",
                "UsableWhileMoving",
                "Area",
                "Sustained",
                "NonWeaponAttack",
                "ActiveBlock"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shield",
                  "label": "Shield",
                  "source": "Shield",
                  "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                  "url": "https://poe2db.tw/us/Shields",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "block",
                      "label": "Block",
                      "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                      "url": "https://poe2db.tw/Block",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parrieddebuff",
                          "label": "ParriedDebuff",
                          "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                          "url": "https://poe2db.tw/us/Parried",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour",
                  "label": "Armour",
                  "source": "Armour",
                  "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                  "url": "https://poe2db.tw/Armour",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "channelling",
                  "label": "Channelling",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "block",
                  "label": "Block",
                  "source": "Block",
                  "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                  "url": "https://poe2db.tw/Block",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 23,
                    "end": 38,
                    "raw": "[Shield|Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 141,
                    "end": 156,
                    "raw": "[Armour|Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  },
                  {
                    "start": 179,
                    "end": 192,
                    "raw": "[Channelling]",
                    "leftKey": "Channelling",
                    "label": "Channelling",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 217,
                    "end": 232,
                    "raw": "[Shield|Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 256,
                    "end": 269,
                    "raw": "[Block|Block]",
                    "leftKey": "Block",
                    "label": "Block",
                    "canonicalKey": "block",
                    "resolved": true
                  },
                  {
                    "start": 283,
                    "end": 300,
                    "raw": "[Block|Blockable]",
                    "leftKey": "Block",
                    "label": "Blockable",
                    "canonicalKey": "block",
                    "resolved": true
                  },
                  {
                    "start": 12,
                    "end": 20,
                    "raw": "[Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 41,
                    "end": 49,
                    "raw": "[Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:405",
                "baseItemId": "Metadata/Items/Gem/SkillGemResonatingShield",
                "activeSkillId": "resonating_shield",
                "grantedEffectId": "ResonatingShieldPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/resonating_shield.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteResonatingShield.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ResonatingShieldSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-695",
              "name": "Shard Scavenger",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · Cold · Lightning · Physical",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9b33e5a65a5a482b4aed8d7f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2acca7ce3b416ad0f361df29.webp",
              "description": "While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.",
              "descriptionMarkup": "While active, [Consume|Consuming] [Freeze], [Shock], [Ignite], or [ArmourBreak|Fully Broken Armour] on an enemy reloads your [Crossbow|Crossbow], restores one cooldown use for your [Grenade|Grenades] and grants a [Buff] causing [Crossbow|Crossbow] [Attack|Attacks] to not consume bolts for a duration. This can only occur once every few seconds.",
              "explicitMods": [
                {
                  "line": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "short": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "maxLine": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "maxShort": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "q20Line": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "q20Short": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shard_scavenger.csd"
                },
                {
                  "line": "Buff duration is 3 seconds",
                  "short": "Buff duration is 3 seconds",
                  "maxLine": "Buff duration is 3 seconds",
                  "maxShort": "Buff duration is 3 seconds",
                  "q20Line": "Buff duration is 3 seconds",
                  "q20Short": "Buff duration is 3 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shard_scavenger.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Reservation Efficiency",
                  "short": "(0 - 10)% increased Reservation Efficiency",
                  "maxLine": "(0 - 10)% increased Reservation Efficiency",
                  "maxShort": "(0 - 10)% increased Reservation Efficiency",
                  "q20Line": "(0 - 10)% increased Reservation Efficiency",
                  "q20Short": "(0 - 10)% increased Reservation Efficiency",
                  "ggpkStatIds": [
                    "base_reservation_efficiency_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "Cold",
                "Lightning",
                "Physical",
                "Fire",
                "Duration",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "consume",
                  "label": "Consuming",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Fully Broken Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "crossbow",
                  "label": "Crossbow",
                  "source": "Crossbow",
                  "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                  "url": "https://poe2db.tw/us/Crossbows",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "crossbow_ammunition_skills",
                      "label": "Crossbow_Ammunition_Skills",
                      "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                      "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "knockback",
                          "label": "Knockback",
                          "description": "Knockback pushes Enemies away when Hit .",
                          "url": "https://poe2db.tw/Knockback",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "grenade",
                  "label": "Grenades",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 14,
                    "end": 33,
                    "raw": "[Consume|Consuming]",
                    "leftKey": "Consume",
                    "label": "Consuming",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 34,
                    "end": 42,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 44,
                    "end": 51,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 53,
                    "end": 61,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 99,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 125,
                    "end": 144,
                    "raw": "[Crossbow|Crossbow]",
                    "leftKey": "Crossbow",
                    "label": "Crossbow",
                    "canonicalKey": "crossbow",
                    "resolved": true
                  },
                  {
                    "start": 181,
                    "end": 199,
                    "raw": "[Grenade|Grenades]",
                    "leftKey": "Grenade",
                    "label": "Grenades",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 213,
                    "end": 219,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 228,
                    "end": 247,
                    "raw": "[Crossbow|Crossbow]",
                    "leftKey": "Crossbow",
                    "label": "Crossbow",
                    "canonicalKey": "crossbow",
                    "resolved": true
                  },
                  {
                    "start": 248,
                    "end": 264,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:695",
                "baseItemId": "Metadata/Items/Gem/SkillGemShardScavenger",
                "activeSkillId": "shard_scavenger",
                "grantedEffectId": "ShardScavengerPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/shard_scavenger.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MercShardDespoiler.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ShardDespoilerSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1189",
              "name": "Smash to Smithereens",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Triggered · InbuiltTrigger · Triggerable · NoAttackOrCastTime · AttackInPlace",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/ac83a746dacfea37ef6f87af.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/1e2d3fbed53ca925fe8f0ffe.webp",
              "description": "Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.",
              "descriptionMarkup": "Blows strong enough to [HeavyStun|Heavy Stun] an enemy reverberate in an area around the enemy and heavily [ArmourBreak|Break Armour].",
              "explicitMods": [
                {
                  "line": "Impact radius is 1.6 metres",
                  "short": "Impact radius is 1.6 metres",
                  "maxLine": "Impact radius is 1.6 metres",
                  "maxShort": "Impact radius is 1.6 metres",
                  "q20Line": "Impact radius is 1.6 metres",
                  "q20Short": "Impact radius is 1.6 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/smash_to_smithereens.csd"
                },
                {
                  "line": "Triggers when you Heavy Stun an enemy",
                  "short": "Triggers when you Heavy Stun an enemy",
                  "maxLine": "Triggers when you Heavy Stun an enemy",
                  "maxShort": "Triggers when you Heavy Stun an enemy",
                  "q20Line": "Triggers when you Heavy Stun an enemy",
                  "q20Short": "Triggers when you Heavy Stun an enemy",
                  "ggpkStatIds": [
                    "trigger_on_heavy_stun_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Converts 100% of Physical damage to Fire damage",
                  "short": "Converts 100% of Physical damage to Fire damage",
                  "maxLine": "Converts 100% of Physical damage to Fire damage",
                  "maxShort": "Converts 100% of Physical damage to Fire damage",
                  "q20Line": "Converts 100% of Physical damage to Fire damage",
                  "q20Short": "Converts 100% of Physical damage to Fire damage",
                  "ggpkStatIds": [
                    "active_skill_base_physical_damage_%_to_convert_to_fire"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Has no Sockets",
                  "short": "Has no Sockets",
                  "maxLine": "Has no Sockets",
                  "maxShort": "Has no Sockets",
                  "q20Line": "Has no Sockets",
                  "q20Short": "Has no Sockets",
                  "ggpkStatIds": [
                    "display_no_sockets"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                },
                {
                  "line": "Break Armour equal to 200% of Fire Damage dealt",
                  "short": "Break Armour equal to 200% of Fire Damage dealt",
                  "maxLine": "Break Armour equal to 200% of Fire Damage dealt",
                  "maxShort": "Break Armour equal to 200% of Fire Damage dealt",
                  "q20Line": "Break Armour equal to 200% of Fire Damage dealt",
                  "q20Short": "Break Armour equal to 200% of Fire Damage dealt",
                  "ggpkStatIds": [
                    "armour_break_fire_damage_%_dealt_as_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [
                "Attack",
                "Area",
                "Triggered",
                "InbuiltTrigger",
                "Triggerable",
                "NoAttackOrCastTime",
                "AttackInPlace",
                "Fire",
                "Cooldown"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "heavy_stun",
                  "label": "Heavy Stun",
                  "source": "Heavy_Stun",
                  "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                  "url": "https://poe2db.tw/Heavy_Stun",
                  "related": [
                    {
                      "key": "heavystun",
                      "label": "HeavyStun",
                      "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/us/Heavy_Stun",
                      "related": [
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "immobilised",
                          "label": "Immobilised",
                          "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                          "url": "https://poe2db.tw/Immobilised",
                          "related": [
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            },
                            {
                              "key": "pinned",
                              "label": "Pinned",
                              "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                              "url": "https://poe2db.tw/Pinned",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "shield",
                      "label": "Shield",
                      "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Shields",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "immobilised",
                      "label": "Immobilised",
                      "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                      "url": "https://poe2db.tw/Immobilised",
                      "related": [
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": [
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "pinned",
                          "label": "Pinned",
                          "description": "Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.\nPinned targets count as Immobilised .",
                          "url": "https://poe2db.tw/Pinned",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "strike",
                          "label": "Strike",
                          "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                          "url": "https://poe2db.tw/Strike",
                          "related": []
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 23,
                    "end": 45,
                    "raw": "[HeavyStun|Heavy Stun]",
                    "leftKey": "HeavyStun",
                    "label": "Heavy Stun",
                    "canonicalKey": "heavy_stun",
                    "resolved": true
                  },
                  {
                    "start": 107,
                    "end": 133,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:1189",
                "baseItemId": "Metadata/Items/Gems/SkillGemSmashToSmithereens",
                "activeSkillId": "smash_to_smithereens",
                "grantedEffectId": "SmashToSmithereensPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/smash_to_smithereens.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/icongroundslam.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/BlankGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-113",
              "name": "Sunder",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Melee · Slam · Totemable · ConsumesFullyBrokenArmour · CreatesFissure",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b4726e564554b645892af0eb.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/91bc548a5c39e0581fae5df6.webp",
              "description": "Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.",
              "descriptionMarkup": "[Slam] the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with [ArmourBreak|Fully Broken Armour] applies [SunderedArmour|Sundered Armour], making it take additional increased [Physical] damage.",
              "explicitMods": [
                {
                  "line": "Wave length is 0.9 metres",
                  "short": "Wave length is 0.9 metres",
                  "maxLine": "Wave length is 0.9 metres",
                  "maxShort": "Wave length is 0.9 metres",
                  "q20Line": "Wave length is 0.9 metres",
                  "q20Short": "Wave length is 0.9 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "short": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "maxLine": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "maxShort": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "q20Line": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "q20Short": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "ggpkStatIds": [
                    "sunder_shockwave_limit_per_cascade"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "short": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "maxLine": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "maxShort": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "q20Line": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "q20Short": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "ggpkStatIds": [
                    "sunder_armor_break_extra_magnitude"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "short": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "maxLine": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "maxShort": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "q20Line": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "q20Short": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "+0.2 metres to wave length for each wave in the Sequence",
                  "short": "+0.2 metres to wave length for each wave in the Sequence",
                  "maxLine": "+0.2 metres to wave length for each wave in the Sequence",
                  "maxShort": "+0.2 metres to wave length for each wave in the Sequence",
                  "q20Line": "+0.2 metres to wave length for each wave in the Sequence",
                  "q20Short": "+0.2 metres to wave length for each wave in the Sequence",
                  "ggpkStatIds": [
                    "sunder_wave_radius_+_per_step"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxLine": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxShort": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 1.2 metres",
                  "short": "Shockwave radius is 1.2 metres",
                  "maxLine": "Shockwave radius is 1.2 metres",
                  "maxShort": "Shockwave radius is 1.2 metres",
                  "q20Line": "Shockwave radius is 1.2 metres",
                  "q20Short": "Shockwave radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "short": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "maxLine": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "maxShort": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "q20Line": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "q20Short": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "ggpkStatIds": [
                    "accuracy_range_penalty_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Melee",
                "Slam",
                "Totemable",
                "ConsumesFullyBrokenArmour",
                "CreatesFissure",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "armour_break",
                  "label": "Fully Broken Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "sundered_armour",
                  "label": "Sundered Armour",
                  "source": "Sundered_Armour",
                  "description": "Sundered Armour is a Debuff that can be applied to enemies with Fully Broken Armour that increases the Physical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken Armour .\nUnless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.",
                  "url": "https://poe2db.tw/Sundered_Armour",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 215,
                    "end": 248,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 257,
                    "end": 289,
                    "raw": "[SunderedArmour|Sundered Armour]",
                    "leftKey": "SunderedArmour",
                    "label": "Sundered Armour",
                    "canonicalKey": "sundered_armour",
                    "resolved": true
                  },
                  {
                    "start": 327,
                    "end": 337,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 58,
                    "end": 84,
                    "raw": "[SunderedArmour|Sundering]",
                    "leftKey": "SunderedArmour",
                    "label": "Sundering",
                    "canonicalKey": "sundered_armour",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 131,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:113",
                "baseItemId": "Metadata/Items/Gems/SkillGemSunder",
                "activeSkillId": "new_sunder",
                "grantedEffectId": "SunderPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteSunder.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SunderSkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-651",
              "name": "Armour Break I",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8aac61449a3433a12444d0a5.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/994c66feb8288574bba9226d.webp",
              "description": "Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.",
              "descriptionMarkup": "Supports Skills that [Hit] Enemies, causing those [Hit|Hits] to [ArmourBreak|Break Armour] based on a portion of [Physical|Physical Damage] dealt.",
              "explicitMods": [
                {
                  "line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxLine": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxShort": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "ggpkStatIds": [
                    "armour_break_physical_damage_%_dealt_as_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical Damage",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 26,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 60,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 90,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 139,
                    "raw": "[Physical|Physical Damage]",
                    "leftKey": "Physical",
                    "label": "Physical Damage",
                    "canonicalKey": "physical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:651",
                "baseItemId": "Metadata/Items/Gems/SupportGemSplinter",
                "activeSkillId": "",
                "grantedEffectId": "SupportArmourBreakPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ArmourBreakSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ArmourBreakSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "A portion of Armour has been Broken.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 32,
            "publishedCards": 10,
            "truncated": true,
            "matchTerms": [
              "Armour Break",
              "Break Armour",
              "Broken Armour"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/armourbreak1bufficon-04d3f6a3801b45a1.webp",
            "definitionRow": 2221,
            "visualRow": 2133,
            "visualId": "armour_break_tracker",
            "ggpkPath": "Art/2DArt/BuffIcons/ArmourBreak1BuffIcon.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "d4c8e7111ce16d6b57d351c4b2a074215eb98bc374aba16f00a3f8953fe276f9"
          }
        },
        {
          "id": "broken_armour_debuff",
          "title": "Fully Broken Armour",
          "description": "Debuff negates all Armour, and causes increased Physical damage taken from Hits except on players.",
          "descriptionSource": "BuffDefinitions.Description",
          "ggpk": {
            "table": "Data/BuffDefinitions.datc64",
            "row": 2222,
            "id": "broken_armour_debuff",
            "rawName": "Fully Broken Armour",
            "rawDescription": "Debuff negates all [Armour], and causes increased [Physical] damage taken from [Hit|Hits] except on players.",
            "statIds": [
              "fully_broken_armor_physical_damage_taken_+%_from_hits",
              "no_life_regeneration",
              "fully_broken_armour_on_you_also_increases_fire_damage_taken",
              "fully_broken_armour_on_you_also_increases_cold_damage_taken",
              "fully_broken_armour_on_you_also_increases_lightning_damage_taken",
              "fully_broken_armour_on_you_increases_all_damage_taken"
            ]
          },
          "sourceHref": "",
          "sourceLabel": "GGPK 4.5.5.1",
          "skills": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-52",
              "name": "Armour Breaker",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · MeleeSingleTarget · Melee · Area · Physical · AttackInPlace · Totemable",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/31537b60e2cf510494c4d058.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b9b2ba5465549c0bb4b2ef93.webp",
              "description": "Strike with a forceful blow, knocking enemies back and weakening their Armour.",
              "descriptionMarkup": "[Strike] with a forceful blow, knocking enemies back and weakening their [Armour|Armour].",
              "explicitMods": [
                {
                  "line": "40% more attack speed while Dual Wielding",
                  "short": "40% more attack speed while Dual Wielding",
                  "maxLine": "40% more attack speed while Dual Wielding",
                  "maxShort": "40% more attack speed while Dual Wielding",
                  "q20Line": "40% more attack speed while Dual Wielding",
                  "q20Short": "40% more attack speed while Dual Wielding",
                  "ggpkStatIds": [
                    "active_skill_attack_speed_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/armour_breaker.csd"
                },
                {
                  "line": "+0.2 metres to Melee Strike Range",
                  "short": "+0.2 metres to Melee Strike Range",
                  "maxLine": "+0.2 metres to Melee Strike Range",
                  "maxShort": "+0.2 metres to Melee Strike Range",
                  "q20Line": "+0.2 metres to Melee Strike Range",
                  "q20Short": "+0.2 metres to Melee Strike Range",
                  "ggpkStatIds": [
                    "melee_range_+"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Knocks Back Enemies",
                  "short": "Knocks Back Enemies",
                  "maxLine": "Knocks Back Enemies",
                  "maxShort": "Knocks Back Enemies",
                  "q20Line": "Knocks Back Enemies",
                  "q20Short": "Knocks Back Enemies",
                  "ggpkStatIds": [
                    "global_knockback"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Hits Break (3 - 4918) Armour",
                  "short": "Hits Break (3 - 4918) Armour",
                  "maxLine": "Hits Break (3 - 4918) Armour",
                  "maxShort": "Hits Break (3 - 4918) Armour",
                  "q20Line": "Hits Break (3 - 4918) Armour",
                  "q20Short": "Hits Break (3 - 4918) Armour",
                  "ggpkStatIds": [
                    "apply_X_armour_break_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Break (0 - 20)% increased Armour",
                  "short": "Break (0 - 20)% increased Armour",
                  "maxLine": "Break (0 - 20)% increased Armour",
                  "maxShort": "Break (0 - 20)% increased Armour",
                  "q20Line": "Break (0 - 20)% increased Armour",
                  "q20Short": "Break (0 - 20)% increased Armour",
                  "ggpkStatIds": [
                    "armour_break_amount_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "MeleeSingleTarget",
                "Melee",
                "Area",
                "Physical",
                "AttackInPlace",
                "Totemable"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "strike",
                  "label": "Strike",
                  "source": "Strike",
                  "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                  "url": "https://poe2db.tw/Strike",
                  "related": [
                    {
                      "key": "melee",
                      "label": "Melee",
                      "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                      "url": "https://poe2db.tw/Melee",
                      "related": [
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour",
                  "label": "Armour",
                  "source": "Armour",
                  "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                  "url": "https://poe2db.tw/Armour",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 8,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 73,
                    "end": 88,
                    "raw": "[Armour|Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 8,
                    "raw": "[Strike]",
                    "leftKey": "Strike",
                    "label": "Strike",
                    "canonicalKey": "strike",
                    "resolved": true
                  },
                  {
                    "start": 34,
                    "end": 42,
                    "raw": "[Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:52",
                "baseItemId": "Metadata/Items/Gems/SkillGemArmourBreaker",
                "activeSkillId": "armour_breaker",
                "grantedEffectId": "ArmourBreakerPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/armour_breaker.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteHeavyStrike.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/HeavyStrikeSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-1",
              "name": "Leap Slam",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Melee · Slam · Totemable · Travel · Jumping",
              "levelRequirement": 23,
              "requirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 23,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/02cb29557405bffa47567d56.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/d9a2e84c4be05112e796ebd7.webp",
              "description": "Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are\npushed out of the way.",
              "descriptionMarkup": "Jump into the air, damaging and [Knockback|Knocking Back] enemies with your mace where you land. Enemies you would land on are\npushed out of the way.",
              "explicitMods": [
                {
                  "line": "Impact radius is 2.5 metres",
                  "short": "Impact radius is 2.5 metres",
                  "maxLine": "Impact radius is 2.5 metres",
                  "maxShort": "Impact radius is 2.5 metres",
                  "q20Line": "Impact radius is 2.5 metres",
                  "q20Short": "Impact radius is 2.5 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/leap_slam.csd"
                },
                {
                  "line": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "short": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "maxLine": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "maxShort": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "q20Line": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "q20Short": "Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_consume_enemy_fully_broken_armour_to_gain_hit_damage_stun_multiplier_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/leap_slam.csd"
                },
                {
                  "line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxLine": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxShort": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(50 - 88)% more Stun buildup",
                  "short": "(50 - 88)% more Stun buildup",
                  "maxLine": "(50 - 88)% more Stun buildup",
                  "maxShort": "(50 - 88)% more Stun buildup",
                  "q20Line": "(50 - 88)% more Stun buildup",
                  "q20Short": "(50 - 88)% more Stun buildup",
                  "ggpkStatIds": [
                    "active_skill_hit_damage_stun_multiplier_+%_final"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "short": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "maxLine": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "maxShort": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "q20Line": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "q20Short": "+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled",
                  "ggpkStatIds": [
                    "total_attack_time_+_ms",
                    "skill_added_attack_time_by_distance_ms"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "short": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "maxLine": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "maxShort": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "q20Line": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "q20Short": "(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_vs_fully_broken_armour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Melee",
                "Slam",
                "Totemable",
                "Travel",
                "Jumping",
                "ConsumesFullyBrokenArmour"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "knockback",
                  "label": "Knocking Back",
                  "source": "Knockback",
                  "description": "Knockback pushes Enemies away when Hit .",
                  "url": "https://poe2db.tw/Knockback",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 32,
                    "end": 57,
                    "raw": "[Knockback|Knocking Back]",
                    "leftKey": "Knockback",
                    "label": "Knocking Back",
                    "canonicalKey": "knockback",
                    "resolved": true
                  },
                  {
                    "start": 32,
                    "end": 38,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:1",
                "baseItemId": "Metadata/Items/Gems/SkillGemLeapSlam",
                "activeSkillId": "leap_slam",
                "grantedEffectId": "LeapSlamPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/leap_slam.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteLeapSlam.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/LeapSlamSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-501",
              "name": "Armour Piercing Rounds",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b96face5886c546c997552f8.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/305f053c0ae5ab62604ffde5.webp",
              "description": "Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.",
              "descriptionMarkup": "[Ammunition|Load your Crossbow] with a clip of bolts that can be fired rapidly and [ArmourBreak|Break enemy Armour]. Using this Skill again reloads the clip.",
              "explicitMods": [
                {
                  "line": "+(12 - 21) Bolts loaded per clip",
                  "short": "+(12 - 21) Bolts loaded per clip",
                  "maxLine": "+(12 - 21) Bolts loaded per clip",
                  "maxShort": "+(12 - 21) Bolts loaded per clip",
                  "q20Line": "+(12 - 21) Bolts loaded per clip",
                  "q20Short": "+(12 - 21) Bolts loaded per clip",
                  "ggpkStatIds": [
                    "base_number_of_crossbow_bolts",
                    "quality_display_base_number_of_crossbow_bolts_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Hits Break (1 - 845) Armour",
                  "short": "Hits Break (1 - 845) Armour",
                  "maxLine": "Hits Break (1 - 845) Armour",
                  "maxShort": "Hits Break (1 - 845) Armour",
                  "q20Line": "Hits Break (1 - 845) Armour",
                  "q20Short": "Hits Break (1 - 845) Armour",
                  "ggpkStatIds": [
                    "apply_X_armour_break_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Break (0 - 20)% increased Armour",
                  "short": "Break (0 - 20)% increased Armour",
                  "maxLine": "Break (0 - 20)% increased Armour",
                  "maxShort": "Break (0 - 20)% increased Armour",
                  "q20Line": "Break (0 - 20)% increased Armour",
                  "q20Short": "Break (0 - 20)% increased Armour",
                  "ggpkStatIds": [
                    "armour_break_amount_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "CrossbowAmmoSkill",
                "ReservesManually",
                "Attack",
                "UsableWhileMoving"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "crossbow_ammunition_skills",
                  "label": "Load your Crossbow",
                  "source": "Crossbow_Ammunition_Skills",
                  "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                  "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                  "related": [
                    {
                      "key": "crossbow",
                      "label": "Crossbow",
                      "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                      "url": "https://poe2db.tw/us/Crossbows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "knockback",
                      "label": "Knockback",
                      "description": "Knockback pushes Enemies away when Hit .",
                      "url": "https://poe2db.tw/Knockback",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break enemy Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 31,
                    "raw": "[Ammunition|Load your Crossbow]",
                    "leftKey": "Ammunition",
                    "label": "Load your Crossbow",
                    "canonicalKey": "crossbow_ammunition_skills",
                    "resolved": true
                  },
                  {
                    "start": 83,
                    "end": 115,
                    "raw": "[ArmourBreak|Break enemy Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break enemy Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 5,
                    "end": 34,
                    "raw": "[ArmourBreak|Armour-Breaking]",
                    "leftKey": "ArmourBreak",
                    "label": "Armour-Breaking",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:501",
                "baseItemId": "Metadata/Items/Gem/SkillGemArmourPiercingRounds",
                "activeSkillId": "armour_piercing_rounds_ammo",
                "grantedEffectId": "ArmourPiercingBoltsAmmoPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/RapidShotPhysical.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/RapidShotPhysicalSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-498",
              "name": "High Velocity Rounds",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving · ConsumesFullyBrokenArmour · MirageArcherCanUse",
              "levelRequirement": 7,
              "requirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 7,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/912a0b75925418a7f50dfc8f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f412788906420b5b8d9ea4d9.webp",
              "description": "Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.",
              "descriptionMarkup": "[Ammunition|Load your Crossbow] with [Pierce|Piercing] bolts that apply [RivenArmour|Riven Armour] to enemies with [ArmourBreak|Fully Broken Armour], causing any [Hit|Hits] against those enemies to deal extra damage.",
              "explicitMods": [
                {
                  "line": "+1 Bolt loaded per clip",
                  "short": "+1 Bolt loaded per clip",
                  "maxLine": "+1 Bolt loaded per clip",
                  "maxShort": "+1 Bolt loaded per clip",
                  "q20Line": "+1 Bolt loaded per clip",
                  "q20Short": "+1 Bolt loaded per clip",
                  "ggpkStatIds": [
                    "base_number_of_crossbow_bolts",
                    "quality_display_base_number_of_crossbow_bolts_is_gem"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Bolts Pierce 6 Targets",
                  "short": "Bolts Pierce 6 Targets",
                  "maxLine": "Bolts Pierce 6 Targets",
                  "maxShort": "Bolts Pierce 6 Targets",
                  "q20Line": "Bolts Pierce 6 Targets",
                  "q20Short": "Bolts Pierce 6 Targets",
                  "ggpkStatIds": [
                    "projectile_base_number_of_targets_to_pierce"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/high_velocity_rounds.csd"
                },
                {
                  "line": "Overwhelm 0% Physical Damage Reduction",
                  "short": "Overwhelm 0% Physical Damage Reduction",
                  "maxLine": "Overwhelm 0% Physical Damage Reduction",
                  "maxShort": "Overwhelm 0% Physical Damage Reduction",
                  "q20Line": "Overwhelm 0% Physical Damage Reduction",
                  "q20Short": "Overwhelm 0% Physical Damage Reduction",
                  "ggpkStatIds": [
                    "enemy_phys_reduction_%_penalty_vs_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "short": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "maxLine": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "maxShort": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "q20Line": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "q20Short": "Applies Riven Armour on Hit Riven Armour has 5 second duration, or until Fully Broken Armour is removed",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/high_velocity_rounds.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "short": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "maxLine": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "maxShort": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "q20Line": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "q20Short": "(0 - 20)% more Projectile Damage after Piercing an Enemy",
                  "ggpkStatIds": [
                    "active_skill_projectile_damage_+%_final_if_pierced_enemy"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "CrossbowAmmoSkill",
                "ReservesManually",
                "Attack",
                "UsableWhileMoving",
                "ConsumesFullyBrokenArmour",
                "MirageArcherCanUse"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "crossbow_ammunition_skills",
                  "label": "Load your Crossbow",
                  "source": "Crossbow_Ammunition_Skills",
                  "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                  "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                  "related": [
                    {
                      "key": "crossbow",
                      "label": "Crossbow",
                      "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                      "url": "https://poe2db.tw/us/Crossbows",
                      "related": [
                        {
                          "key": "two_handed",
                          "label": "Two-Handed",
                          "description": "Two-handed weapons take up both weapon slots when equipped.",
                          "url": "https://poe2db.tw/us/Two-Handed",
                          "related": []
                        },
                        {
                          "key": "strength",
                          "label": "Strength",
                          "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Strength",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "dexterity",
                          "label": "Dexterity",
                          "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                          "url": "https://poe2db.tw/Dexterity",
                          "related": [
                            {
                              "key": "attributes",
                              "label": "Attributes",
                              "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                              "url": "https://poe2db.tw/Attributes",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "projectile",
                          "label": "Projectile",
                          "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                          "url": "https://poe2db.tw/Projectile",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "knockback",
                      "label": "Knockback",
                      "description": "Knockback pushes Enemies away when Hit .",
                      "url": "https://poe2db.tw/Knockback",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "pierce",
                  "label": "Piercing",
                  "source": "Pierce",
                  "description": "Projectiles that Pierce can pass through a target while still damaging them.",
                  "url": "https://poe2db.tw/Pierce",
                  "related": [
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "riven_armour",
                  "label": "Riven Armour",
                  "source": "Riven_Armour",
                  "description": "Riven Armour is a Debuff inflicted by Hits , which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude .\nThe inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.\nEnemies with Riven Armour cannot get their Armour Broken further.",
                  "url": "https://poe2db.tw/Riven_Armour",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "premitigation",
                      "label": "Premitigation",
                      "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                      "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Fully Broken Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "hit",
                  "label": "Hits",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 0,
                    "end": 31,
                    "raw": "[Ammunition|Load your Crossbow]",
                    "leftKey": "Ammunition",
                    "label": "Load your Crossbow",
                    "canonicalKey": "crossbow_ammunition_skills",
                    "resolved": true
                  },
                  {
                    "start": 37,
                    "end": 54,
                    "raw": "[Pierce|Piercing]",
                    "leftKey": "Pierce",
                    "label": "Piercing",
                    "canonicalKey": "pierce",
                    "resolved": true
                  },
                  {
                    "start": 72,
                    "end": 98,
                    "raw": "[RivenArmour|Riven Armour]",
                    "leftKey": "RivenArmour",
                    "label": "Riven Armour",
                    "canonicalKey": "riven_armour",
                    "resolved": true
                  },
                  {
                    "start": 115,
                    "end": 148,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 162,
                    "end": 172,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 14,
                    "end": 31,
                    "raw": "[Pierce|Piercing]",
                    "leftKey": "Pierce",
                    "label": "Piercing",
                    "canonicalKey": "pierce",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:498",
                "baseItemId": "Metadata/Items/Gem/SkillGemHighVelocityRounds",
                "activeSkillId": "high_velocity_rounds_ammo",
                "grantedEffectId": "HighVelocityRoundsAmmoPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/skill_stat_descriptions.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/PowerShotPhysical.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/PowerShotPhysicalSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-405",
              "name": "Resonating Shield",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Melee · Physical · Channel · RequiresShield · UsableWhileMoving · Area",
              "levelRequirement": 15,
              "requirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 15,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/f5f437566769a2d143e9e13f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/c2d173017ec24dd9964aaf67.webp",
              "description": "Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.",
              "descriptionMarkup": "Repeatedly hammer your [Shield|Shield] with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose [Armour|Armour] for a duration. While [Channelling] Resonating Shield, your [Shield|Shield] is raised and you will [Block|Block] all incoming [Block|Blockable] hits.",
              "explicitMods": [
                {
                  "line": "Shockwave radius is 2.3 metres",
                  "short": "Shockwave radius is 2.3 metres",
                  "maxLine": "Shockwave radius is 2.3 metres",
                  "maxShort": "Shockwave radius is 2.3 metres",
                  "q20Line": "Shockwave radius is 2.3 metres",
                  "q20Short": "Shockwave radius is 2.3 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/resonating_shield.csd"
                },
                {
                  "line": "Modifers to Attack speed also affect this skill's cost",
                  "short": "Modifers to Attack speed also affect this skill's cost",
                  "maxLine": "Modifers to Attack speed also affect this skill's cost",
                  "maxShort": "Modifers to Attack speed also affect this skill's cost",
                  "q20Line": "Modifers to Attack speed also affect this skill's cost",
                  "q20Short": "Modifers to Attack speed also affect this skill's cost",
                  "ggpkStatIds": [
                    "attack_speed_modifiers_apply_to_over_time_cost"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Cannot be Empowered by Warcries",
                  "short": "Cannot be Empowered by Warcries",
                  "maxLine": "Cannot be Empowered by Warcries",
                  "maxShort": "Cannot be Empowered by Warcries",
                  "q20Line": "Cannot be Empowered by Warcries",
                  "q20Short": "Cannot be Empowered by Warcries",
                  "ggpkStatIds": [
                    "cannot_be_empowered_by_warcries"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "short": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "maxLine": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "maxShort": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "q20Line": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "q20Short": "(4 - 103) to (6 - 155) Base Off Hand Physical Damage",
                  "ggpkStatIds": [
                    "off_hand_weapon_minimum_physical_damage",
                    "off_hand_weapon_maximum_physical_damage"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxLine": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "maxShort": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Line": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "q20Short": "5 to 7 Added Physical Damage per 15 Armour on Shield",
                  "ggpkStatIds": [
                    "off_hand_minimum_added_physical_damage_per_15_shield_armour",
                    "off_hand_maximum_added_physical_damage_per_15_shield_armour"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                },
                {
                  "line": "Hits Break (2 - 1537) Armour",
                  "short": "Hits Break (2 - 1537) Armour",
                  "maxLine": "Hits Break (2 - 1537) Armour",
                  "maxShort": "Hits Break (2 - 1537) Armour",
                  "q20Line": "Hits Break (2 - 1537) Armour",
                  "q20Short": "Hits Break (2 - 1537) Armour",
                  "ggpkStatIds": [
                    "apply_X_armour_break_on_hit"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "Break (0 - 20)% increased Armour",
                  "short": "Break (0 - 20)% increased Armour",
                  "maxLine": "Break (0 - 20)% increased Armour",
                  "maxShort": "Break (0 - 20)% increased Armour",
                  "q20Line": "Break (0 - 20)% increased Armour",
                  "q20Short": "Break (0 - 20)% increased Armour",
                  "ggpkStatIds": [
                    "armour_break_amount_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Melee",
                "Physical",
                "Channel",
                "RequiresShield",
                "UsableWhileMoving",
                "Area",
                "Sustained",
                "NonWeaponAttack",
                "ActiveBlock"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "shield",
                  "label": "Shield",
                  "source": "Shield",
                  "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                  "url": "https://poe2db.tw/us/Shields",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "block",
                      "label": "Block",
                      "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                      "url": "https://poe2db.tw/Block",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "stun",
                          "label": "Stun",
                          "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "lightstun",
                              "label": "LightStun",
                              "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Light_Stun",
                              "related": []
                            },
                            {
                              "key": "heavystun",
                              "label": "HeavyStun",
                              "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/us/Heavy_Stun",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "parry",
                      "label": "Parry",
                      "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                      "url": "https://poe2db.tw/Parry",
                      "related": [
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "sword",
                          "label": "Sword",
                          "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                          "url": "https://poe2db.tw/us/Swords",
                          "related": [
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            },
                            {
                              "key": "one_handed",
                              "label": "One-Handed",
                              "description": "One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.",
                              "url": "https://poe2db.tw/us/One-Handed",
                              "related": []
                            },
                            {
                              "key": "two_handed",
                              "label": "Two-Handed",
                              "description": "Two-handed weapons take up both weapon slots when equipped.",
                              "url": "https://poe2db.tw/us/Two-Handed",
                              "related": []
                            },
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parrieddebuff",
                          "label": "ParriedDebuff",
                          "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                          "url": "https://poe2db.tw/us/Parried",
                          "related": [
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buckler",
                      "label": "Buckler",
                      "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                      "url": "https://poe2db.tw/us/Bucklers",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "parry",
                          "label": "Parry",
                          "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                          "url": "https://poe2db.tw/Parry",
                          "related": [
                            {
                              "key": "sword",
                              "label": "Sword",
                              "description": "Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip.\nSword Attacks are commonly related to elemental damage.",
                              "url": "https://poe2db.tw/us/Swords",
                              "related": []
                            },
                            {
                              "key": "block",
                              "label": "Block",
                              "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                              "url": "https://poe2db.tw/Block",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parrieddebuff",
                              "label": "ParriedDebuff",
                              "description": "Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.",
                              "url": "https://poe2db.tw/us/Parried",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "block",
                          "label": "Block",
                          "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                          "url": "https://poe2db.tw/Block",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "stun",
                              "label": "Stun",
                              "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                              "url": "https://poe2db.tw/Stun",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour",
                  "label": "Armour",
                  "source": "Armour",
                  "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                  "url": "https://poe2db.tw/Armour",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "channelling",
                  "label": "Channelling",
                  "source": "Channelling",
                  "description": "Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.",
                  "url": "https://poe2db.tw/Channelling",
                  "related": []
                },
                {
                  "key": "block",
                  "label": "Block",
                  "source": "Block",
                  "description": "Blocking completely prevents the damage of an incoming Hit .\nYou will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .\nSome Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.",
                  "url": "https://poe2db.tw/Block",
                  "related": [
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "stun",
                      "label": "Stun",
                      "description": "Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\nLight Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nHeavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nPlayer Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.\nMonster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.",
                      "url": "https://poe2db.tw/Stun",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightstun",
                          "label": "LightStun",
                          "description": "Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\nPhysical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Light_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "heavystun",
                          "label": "HeavyStun",
                          "description": "Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).\nWhile an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.\nPhysical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.",
                          "url": "https://poe2db.tw/us/Heavy_Stun",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            },
                            {
                              "key": "immobilised",
                              "label": "Immobilised",
                              "description": "A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .",
                              "url": "https://poe2db.tw/Immobilised",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "melee",
                              "label": "Melee",
                              "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                              "url": "https://poe2db.tw/Melee",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shield",
                          "label": "Shield",
                          "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Shields",
                          "related": [
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            },
                            {
                              "key": "buckler",
                              "label": "Buckler",
                              "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Bucklers",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buckler",
                          "label": "Buckler",
                          "description": "Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                          "url": "https://poe2db.tw/us/Bucklers",
                          "related": [
                            {
                              "key": "shield",
                              "label": "Shield",
                              "description": "Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.\nBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .",
                              "url": "https://poe2db.tw/us/Shields",
                              "related": []
                            },
                            {
                              "key": "armour",
                              "label": "Armour",
                              "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                              "url": "https://poe2db.tw/Armour",
                              "related": []
                            },
                            {
                              "key": "parry",
                              "label": "Parry",
                              "description": "Parry is a Skill granted by Bucklers , [Targe|Targes] and dual wielded Swords that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .",
                              "url": "https://poe2db.tw/Parry",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "melee",
                          "label": "Melee",
                          "description": "Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.\nAny Projectiles these attacks create do not count as Melee damage.",
                          "url": "https://poe2db.tw/Melee",
                          "related": [
                            {
                              "key": "strike",
                              "label": "Strike",
                              "description": "A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.",
                              "url": "https://poe2db.tw/Strike",
                              "related": []
                            },
                            {
                              "key": "projectile",
                              "label": "Projectile",
                              "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                              "url": "https://poe2db.tw/Projectile",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "freeze",
                      "label": "Freeze",
                      "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                      "url": "https://poe2db.tw/Freeze",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "cold",
                          "label": "Cold",
                          "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                          "url": "https://poe2db.tw/Cold_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "frozen",
                          "label": "Frozen",
                          "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                          "url": "https://poe2db.tw/Frozen",
                          "related": []
                        }
                      ]
                    }
                  ]
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 23,
                    "end": 38,
                    "raw": "[Shield|Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 141,
                    "end": 156,
                    "raw": "[Armour|Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  },
                  {
                    "start": 179,
                    "end": 192,
                    "raw": "[Channelling]",
                    "leftKey": "Channelling",
                    "label": "Channelling",
                    "canonicalKey": "channelling",
                    "resolved": true
                  },
                  {
                    "start": 217,
                    "end": 232,
                    "raw": "[Shield|Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 256,
                    "end": 269,
                    "raw": "[Block|Block]",
                    "leftKey": "Block",
                    "label": "Block",
                    "canonicalKey": "block",
                    "resolved": true
                  },
                  {
                    "start": 283,
                    "end": 300,
                    "raw": "[Block|Blockable]",
                    "leftKey": "Block",
                    "label": "Blockable",
                    "canonicalKey": "block",
                    "resolved": true
                  },
                  {
                    "start": 12,
                    "end": 20,
                    "raw": "[Shield]",
                    "leftKey": "Shield",
                    "label": "Shield",
                    "canonicalKey": "shield",
                    "resolved": true
                  },
                  {
                    "start": 41,
                    "end": 49,
                    "raw": "[Armour]",
                    "leftKey": "Armour",
                    "label": "Armour",
                    "canonicalKey": "armour",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:405",
                "baseItemId": "Metadata/Items/Gem/SkillGemResonatingShield",
                "activeSkillId": "resonating_shield",
                "grantedEffectId": "ResonatingShieldPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/resonating_shield.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteResonatingShield.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ResonatingShieldSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-695",
              "name": "Shard Scavenger",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "OngoingSkill · HasReservation · Buff · Persistent · Cold · Lightning · Physical",
              "levelRequirement": 27,
              "requirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 27,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/9b33e5a65a5a482b4aed8d7f.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/2acca7ce3b416ad0f361df29.webp",
              "description": "While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.",
              "descriptionMarkup": "While active, [Consume|Consuming] [Freeze], [Shock], [Ignite], or [ArmourBreak|Fully Broken Armour] on an enemy reloads your [Crossbow|Crossbow], restores one cooldown use for your [Grenade|Grenades] and grants a [Buff] causing [Crossbow|Crossbow] [Attack|Attacks] to not consume bolts for a duration. This can only occur once every few seconds.",
              "explicitMods": [
                {
                  "line": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "short": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "maxLine": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "maxShort": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "q20Line": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "q20Short": "Instantly reloads your Crossbow and restores one cooldown use for your Grenades upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour Minimum duration between consumptions is (6.05 - 7) seconds",
                  "ggpkStatIds": [
                    "base_secondary_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shard_scavenger.csd"
                },
                {
                  "line": "Buff duration is 3 seconds",
                  "short": "Buff duration is 3 seconds",
                  "maxLine": "Buff duration is 3 seconds",
                  "maxShort": "Buff duration is 3 seconds",
                  "q20Line": "Buff duration is 3 seconds",
                  "q20Short": "Buff duration is 3 seconds",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/shard_scavenger.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 10)% increased Reservation Efficiency",
                  "short": "(0 - 10)% increased Reservation Efficiency",
                  "maxLine": "(0 - 10)% increased Reservation Efficiency",
                  "maxShort": "(0 - 10)% increased Reservation Efficiency",
                  "q20Line": "(0 - 10)% increased Reservation Efficiency",
                  "q20Short": "(0 - 10)% increased Reservation Efficiency",
                  "ggpkStatIds": [
                    "base_reservation_efficiency_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/active_skill_gem_stat_descriptions.csd"
                }
              ],
              "tags": [
                "OngoingSkill",
                "HasReservation",
                "Buff",
                "Persistent",
                "Cold",
                "Lightning",
                "Physical",
                "Fire",
                "Duration",
                "AttackInPlace"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "consume",
                  "label": "Consuming",
                  "source": "Consume",
                  "description": "Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\nConsuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.",
                  "url": "https://poe2db.tw/us/Effect_Consumption",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "freeze",
                  "label": "Freeze",
                  "source": "Freeze",
                  "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                  "url": "https://poe2db.tw/Freeze",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "cold",
                      "label": "Cold",
                      "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                      "url": "https://poe2db.tw/Cold_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "frozen",
                      "label": "Frozen",
                      "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                      "url": "https://poe2db.tw/Frozen",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "shock",
                  "label": "Shock",
                  "source": "Shock",
                  "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                  "url": "https://poe2db.tw/Shock",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "lightning",
                      "label": "Lightning",
                      "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                      "url": "https://poe2db.tw/Lightning_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "ailmentthreshold",
                      "label": "AilmentThreshold",
                      "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                      "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementaldamage",
                          "label": "ElementalDamage",
                          "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                          "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "elementalailments",
                          "label": "ElementalAilments",
                          "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                          "url": "https://poe2db.tw/us/Elemental_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "ignite",
                  "label": "Ignite",
                  "source": "Ignite",
                  "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                  "url": "https://poe2db.tw/Ignite",
                  "related": [
                    {
                      "key": "ailments",
                      "label": "Ailments",
                      "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                      "url": "https://poe2db.tw/Ailments",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "chill",
                          "label": "Chill",
                          "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                          "url": "https://poe2db.tw/Chill",
                          "related": [
                            {
                              "key": "slow",
                              "label": "Slow",
                              "description": "Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\nHigher Rarity enemies are less affected by Slows:\n15% less Slow effect on Magic monsters\n30% less Slow effect on Rare monsters\n50% less Slow effect on Unique monsters\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.",
                              "url": "https://poe2db.tw/Slow",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "freeze",
                          "label": "Freeze",
                          "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                          "url": "https://poe2db.tw/Freeze",
                          "related": [
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "frozen",
                              "label": "Frozen",
                              "description": "A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.",
                              "url": "https://poe2db.tw/Frozen",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "shock",
                          "label": "Shock",
                          "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                          "url": "https://poe2db.tw/Shock",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "ailmentthreshold",
                              "label": "AilmentThreshold",
                              "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                              "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "electrocute",
                          "label": "Electrocute",
                          "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                          "url": "https://poe2db.tw/us/Electrocution",
                          "related": [
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "fire",
                      "label": "Fire",
                      "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                      "url": "https://poe2db.tw/Fire_Damage",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "buffmagnitude",
                      "label": "BuffMagnitude",
                      "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                      "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "buffeffect",
                          "label": "BuffEffect",
                          "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "flammability",
                      "label": "Flammability",
                      "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                      "url": "https://poe2db.tw/Flammability",
                      "related": [
                        {
                          "key": "debuff",
                          "label": "Debuff",
                          "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                          "url": "https://poe2db.tw/us/Debuffs",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignitedground",
                          "label": "IgnitedGround",
                          "description": "Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.",
                          "url": "https://poe2db.tw/us/Ignited_Ground",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "contributes",
                      "label": "Contributes",
                      "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                      "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagetypes",
                          "label": "DamageTypes",
                          "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                          "url": "https://poe2db.tw/us/Damage_Types",
                          "related": [
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "fire",
                          "label": "Fire",
                          "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                          "url": "https://poe2db.tw/Fire_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "buffmagnitude",
                          "label": "BuffMagnitude",
                          "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                          "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "buffeffect",
                              "label": "BuffEffect",
                              "description": "Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Effect",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "shock",
                      "label": "Shock",
                      "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                      "url": "https://poe2db.tw/Shock",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "lightning",
                          "label": "Lightning",
                          "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                          "url": "https://poe2db.tw/Lightning_Damage",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "contributes",
                          "label": "Contributes",
                          "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                          "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "damagetypes",
                              "label": "DamageTypes",
                              "description": "The damage types are Physical , Fire , Cold , Lightning and Chaos .",
                              "url": "https://poe2db.tw/us/Damage_Types",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ailmentthreshold",
                          "label": "AilmentThreshold",
                          "description": "A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.",
                          "url": "https://poe2db.tw/us/Elemental_Ailment_Threshold",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "elementaldamage",
                              "label": "ElementalDamage",
                              "description": "The three Elemental damage types are Fire , Cold , and Lightning .",
                              "url": "https://poe2db.tw/us/Elemental_Damage_Types",
                              "related": []
                            },
                            {
                              "key": "elementalailments",
                              "label": "ElementalAilments",
                              "description": "Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .",
                              "url": "https://poe2db.tw/us/Elemental_Ailments",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "penetration",
                      "label": "Penetration",
                      "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                      "url": "https://poe2db.tw/us/Resistance_Penetration",
                      "related": [
                        {
                          "key": "resistances",
                          "label": "Resistances",
                          "description": "Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\nYour Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.",
                          "url": "https://poe2db.tw/Resistances",
                          "related": [
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "cold",
                              "label": "Cold",
                              "description": "Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .",
                              "url": "https://poe2db.tw/Cold_Damage",
                              "related": []
                            },
                            {
                              "key": "lightning",
                              "label": "Lightning",
                              "description": "Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.",
                              "url": "https://poe2db.tw/Lightning_Damage",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "maximumresistances",
                              "label": "MaximumResistances",
                              "description": "The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.",
                              "url": "https://poe2db.tw/us/Maximum_Resistances",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Fully Broken Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "crossbow",
                  "label": "Crossbow",
                  "source": "Crossbow",
                  "description": "Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .\nMultiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.",
                  "url": "https://poe2db.tw/us/Crossbows",
                  "related": [
                    {
                      "key": "two_handed",
                      "label": "Two-Handed",
                      "description": "Two-handed weapons take up both weapon slots when equipped.",
                      "url": "https://poe2db.tw/us/Two-Handed",
                      "related": []
                    },
                    {
                      "key": "strength",
                      "label": "Strength",
                      "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Strength",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "dexterity",
                              "label": "Dexterity",
                              "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Dexterity",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "dexterity",
                      "label": "Dexterity",
                      "description": "Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.\nDexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.",
                      "url": "https://poe2db.tw/Dexterity",
                      "related": [
                        {
                          "key": "attributes",
                          "label": "Attributes",
                          "description": "Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\nEach Attribute provides a different inherent bonus.",
                          "url": "https://poe2db.tw/Attributes",
                          "related": [
                            {
                              "key": "strength",
                              "label": "Strength",
                              "description": "Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\nStrength does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Strength",
                              "related": []
                            },
                            {
                              "key": "intelligence",
                              "label": "Intelligence",
                              "description": "Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.",
                              "url": "https://poe2db.tw/Intelligence",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "evasion",
                          "label": "Evasion",
                          "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                          "url": "https://poe2db.tw/Evasion",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "accuracy",
                              "label": "Accuracy",
                              "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                              "url": "https://poe2db.tw/Accuracy",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "accuracy",
                          "label": "Accuracy",
                          "description": "Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance.\nPlayer Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.",
                          "url": "https://poe2db.tw/Accuracy",
                          "related": [
                            {
                              "key": "evasion",
                              "label": "Evasion",
                              "description": "Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .",
                              "url": "https://poe2db.tw/Evasion",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "crossbow_ammunition_skills",
                      "label": "Crossbow_Ammunition_Skills",
                      "description": "Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .",
                      "url": "https://poe2db.tw/Crossbow_Ammunition_Skills",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "knockback",
                          "label": "Knockback",
                          "description": "Knockback pushes Enemies away when Hit .",
                          "url": "https://poe2db.tw/Knockback",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "projectile",
                      "label": "Projectile",
                      "description": "A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.",
                      "url": "https://poe2db.tw/Projectile",
                      "related": []
                    }
                  ]
                },
                {
                  "key": "grenade",
                  "label": "Grenades",
                  "source": "Grenade",
                  "description": "Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.",
                  "url": "https://poe2db.tw/Grenade",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 14,
                    "end": 33,
                    "raw": "[Consume|Consuming]",
                    "leftKey": "Consume",
                    "label": "Consuming",
                    "canonicalKey": "consume",
                    "resolved": true
                  },
                  {
                    "start": 34,
                    "end": 42,
                    "raw": "[Freeze]",
                    "leftKey": "Freeze",
                    "label": "Freeze",
                    "canonicalKey": "freeze",
                    "resolved": true
                  },
                  {
                    "start": 44,
                    "end": 51,
                    "raw": "[Shock]",
                    "leftKey": "Shock",
                    "label": "Shock",
                    "canonicalKey": "shock",
                    "resolved": true
                  },
                  {
                    "start": 53,
                    "end": 61,
                    "raw": "[Ignite]",
                    "leftKey": "Ignite",
                    "label": "Ignite",
                    "canonicalKey": "ignite",
                    "resolved": true
                  },
                  {
                    "start": 66,
                    "end": 99,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 125,
                    "end": 144,
                    "raw": "[Crossbow|Crossbow]",
                    "leftKey": "Crossbow",
                    "label": "Crossbow",
                    "canonicalKey": "crossbow",
                    "resolved": true
                  },
                  {
                    "start": 181,
                    "end": 199,
                    "raw": "[Grenade|Grenades]",
                    "leftKey": "Grenade",
                    "label": "Grenades",
                    "canonicalKey": "grenade",
                    "resolved": true
                  },
                  {
                    "start": 213,
                    "end": 219,
                    "raw": "[Buff]",
                    "leftKey": "Buff",
                    "label": "Buff",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 228,
                    "end": 247,
                    "raw": "[Crossbow|Crossbow]",
                    "leftKey": "Crossbow",
                    "label": "Crossbow",
                    "canonicalKey": "crossbow",
                    "resolved": true
                  },
                  {
                    "start": 248,
                    "end": 264,
                    "raw": "[Attack|Attacks]",
                    "leftKey": "Attack",
                    "label": "Attacks",
                    "canonicalKey": "",
                    "resolved": false
                  }
                ],
                "unresolvedLeftKeys": [
                  "Attack",
                  "Buff"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:695",
                "baseItemId": "Metadata/Items/Gem/SkillGemShardScavenger",
                "activeSkillId": "shard_scavenger",
                "grantedEffectId": "ShardScavengerPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/shard_scavenger.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/MercShardDespoiler.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/ShardDespoilerSkillGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-113",
              "name": "Sunder",
              "family": "skill",
              "familyLabel": "Skill",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Attack · Area · Melee · Slam · Totemable · ConsumesFullyBrokenArmour · CreatesFissure",
              "levelRequirement": 32,
              "requirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 32,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/b4726e564554b645892af0eb.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/91bc548a5c39e0581fae5df6.webp",
              "description": "Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.",
              "descriptionMarkup": "[Slam] the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with [ArmourBreak|Fully Broken Armour] applies [SunderedArmour|Sundered Armour], making it take additional increased [Physical] damage.",
              "explicitMods": [
                {
                  "line": "Wave length is 0.9 metres",
                  "short": "Wave length is 0.9 metres",
                  "maxLine": "Wave length is 0.9 metres",
                  "maxShort": "Wave length is 0.9 metres",
                  "q20Line": "Wave length is 0.9 metres",
                  "q20Short": "Wave length is 0.9 metres",
                  "ggpkStatIds": [
                    "active_skill_base_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "short": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "maxLine": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "maxShort": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "q20Line": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "q20Short": "Wave causes Shockwaves from up to 7 Enemies in each Area",
                  "ggpkStatIds": [
                    "sunder_shockwave_limit_per_cascade"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "short": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "maxLine": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "maxShort": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "q20Line": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "q20Short": "Inflicts Sundered Armour on hitting Fully Armour Broken targets, causing 20% additional increased Physical damage taken",
                  "ggpkStatIds": [
                    "sunder_armor_break_extra_magnitude"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "short": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "maxLine": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "maxShort": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "q20Line": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "q20Short": "Sundered Armour has 6 second duration, or until Fully Broken Armour is removed",
                  "ggpkStatIds": [
                    "base_skill_effect_duration"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd"
                },
                {
                  "line": "+0.2 metres to wave length for each wave in the Sequence",
                  "short": "+0.2 metres to wave length for each wave in the Sequence",
                  "maxLine": "+0.2 metres to wave length for each wave in the Sequence",
                  "maxShort": "+0.2 metres to wave length for each wave in the Sequence",
                  "q20Line": "+0.2 metres to wave length for each wave in the Sequence",
                  "q20Short": "+0.2 metres to wave length for each wave in the Sequence",
                  "ggpkStatIds": [
                    "sunder_wave_radius_+_per_step"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxLine": "While Dual Wielding, both weapons hit with 30% less damage",
                  "maxShort": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Line": "While Dual Wielding, both weapons hit with 30% less damage",
                  "q20Short": "While Dual Wielding, both weapons hit with 30% less damage",
                  "ggpkStatIds": [
                    "active_skill_damage_+%_final_while_dual_wielding"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                },
                {
                  "line": "Shockwave radius is 1.2 metres",
                  "short": "Shockwave radius is 1.2 metres",
                  "maxLine": "Shockwave radius is 1.2 metres",
                  "maxShort": "Shockwave radius is 1.2 metres",
                  "q20Line": "Shockwave radius is 1.2 metres",
                  "q20Short": "Shockwave radius is 1.2 metres",
                  "ggpkStatIds": [
                    "active_skill_base_secondary_area_of_effect_radius"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_1.csd"
                }
              ],
              "qualityMods": [
                {
                  "line": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "short": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "maxLine": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "maxShort": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "q20Line": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "q20Short": "(0 - 50)% reduced Accuracy penalty based on distance",
                  "ggpkStatIds": [
                    "accuracy_range_penalty_+%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/skill_stat_descriptions.csd"
                }
              ],
              "tags": [
                "Attack",
                "Area",
                "Melee",
                "Slam",
                "Totemable",
                "ConsumesFullyBrokenArmour",
                "CreatesFissure",
                "Duration"
              ],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "armour_break",
                  "label": "Fully Broken Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "sundered_armour",
                  "label": "Sundered Armour",
                  "source": "Sundered_Armour",
                  "description": "Sundered Armour is a Debuff that can be applied to enemies with Fully Broken Armour that increases the Physical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken Armour .\nUnless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.",
                  "url": "https://poe2db.tw/Sundered_Armour",
                  "related": [
                    {
                      "key": "debuff",
                      "label": "Debuff",
                      "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                      "url": "https://poe2db.tw/us/Debuffs",
                      "related": []
                    },
                    {
                      "key": "armourbreak",
                      "label": "ArmourBreak",
                      "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                      "url": "https://poe2db.tw/us/Armour_Break",
                      "related": [
                        {
                          "key": "armour",
                          "label": "Armour",
                          "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                          "url": "https://poe2db.tw/Armour",
                          "related": [
                            {
                              "key": "hit",
                              "label": "Hit",
                              "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                              "url": "https://poe2db.tw/us/Hit_Damage",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        },
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "ActiveSkills.Description",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "partial-review-only",
                "tokens": [
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 215,
                    "end": 248,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 257,
                    "end": 289,
                    "raw": "[SunderedArmour|Sundered Armour]",
                    "leftKey": "SunderedArmour",
                    "label": "Sundered Armour",
                    "canonicalKey": "sundered_armour",
                    "resolved": true
                  },
                  {
                    "start": 327,
                    "end": 337,
                    "raw": "[Physical]",
                    "leftKey": "Physical",
                    "label": "Physical",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 0,
                    "end": 6,
                    "raw": "[Slam]",
                    "leftKey": "Slam",
                    "label": "Slam",
                    "canonicalKey": "",
                    "resolved": false
                  },
                  {
                    "start": 58,
                    "end": 84,
                    "raw": "[SunderedArmour|Sundering]",
                    "leftKey": "SunderedArmour",
                    "label": "Sundering",
                    "canonicalKey": "sundered_armour",
                    "resolved": true
                  },
                  {
                    "start": 98,
                    "end": 131,
                    "raw": "[ArmourBreak|Fully Broken Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Broken Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": [
                  "Slam"
                ]
              },
              "ggpk": {
                "recordId": "skill-gem:113",
                "baseItemId": "Metadata/Items/Gems/SkillGemSunder",
                "activeSkillId": "new_sunder",
                "grantedEffectId": "SunderPlayer",
                "descriptionSource": "ActiveSkills.Description",
                "statDescriptionPaths": [
                  "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_0.csd",
                  "Data/StatDescriptions/specific_skill_stat_descriptions/new_sunder/statset_1.csd"
                ],
                "csdStatus": "partial",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/BruteSunder.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/SunderSkillGem.dds"
              }
            }
          ],
          "supports": [
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-651",
              "name": "Armour Break I",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8aac61449a3433a12444d0a5.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/994c66feb8288574bba9226d.webp",
              "description": "Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.",
              "descriptionMarkup": "Supports Skills that [Hit] Enemies, causing those [Hit|Hits] to [ArmourBreak|Break Armour] based on a portion of [Physical|Physical Damage] dealt.",
              "explicitMods": [
                {
                  "line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxLine": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxShort": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "ggpkStatIds": [
                    "armour_break_physical_damage_%_dealt_as_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical Damage",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 26,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 60,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 90,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 139,
                    "raw": "[Physical|Physical Damage]",
                    "leftKey": "Physical",
                    "label": "Physical Damage",
                    "canonicalKey": "physical",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:651",
                "baseItemId": "Metadata/Items/Gems/SupportGemSplinter",
                "activeSkillId": "",
                "grantedEffectId": "SupportArmourBreakPlayer",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ArmourBreakSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ArmourBreakSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-652",
              "name": "Armour Break II",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8aac61449a3433a12444d0a5.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/994c66feb8288574bba9226d.webp",
              "description": "Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.",
              "descriptionMarkup": "Supports Skills that [Hit] Enemies, causing those [Hit|Hits] to [ArmourBreak|Break Armour] based on a portion of [Physical|Physical Damage] dealt. On [ArmourBreak|Fully Breaking Armour] with Supported Skills, you have a chance to gain an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxLine": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "maxShort": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Line": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "q20Short": "Break Armour equal to 15% of Physical Damage dealt by Supported Skill",
                  "ggpkStatIds": [
                    "armour_break_physical_damage_%_dealt_as_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "short": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "maxLine": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "maxShort": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "q20Line": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "q20Short": "15% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "ggpkStatIds": [
                    "chance_to_gain_endurance_charge_on_armour_break_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical Damage",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 26,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 60,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 90,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 139,
                    "raw": "[Physical|Physical Damage]",
                    "leftKey": "Physical",
                    "label": "Physical Damage",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 150,
                    "end": 185,
                    "raw": "[ArmourBreak|Fully Breaking Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Breaking Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 238,
                    "end": 264,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:652",
                "baseItemId": "Metadata/Items/Gems/SupportGemSplinterTwo",
                "activeSkillId": "",
                "grantedEffectId": "SupportArmourBreakPlayerTwo",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ArmourBreakSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ArmourBreakSupportGem.dds"
              }
            },
            {
              "kind": "gem",
              "id": "poe2-ggpk-mechanic-skill-gem-653",
              "name": "Armour Break III",
              "family": "support",
              "familyLabel": "Support",
              "subgroup": "GGPK Mechanics",
              "typeLine": "Support",
              "levelRequirement": 1,
              "requirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "displayRequirements": {
                "level": 1,
                "str": null,
                "dex": null,
                "int": null
              },
              "primaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/8aac61449a3433a12444d0a5.webp",
              "secondaryImage": "/img/pipeline/v2/poe2-gems-ggpk/4.5.5.1/raw-v1/994c66feb8288574bba9226d.webp",
              "description": "Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.",
              "descriptionMarkup": "Supports Skills that [Hit] Enemies, causing those [Hit|Hits] to [ArmourBreak|Break Armour] based on a portion of [Physical|Physical Damage] dealt. On [ArmourBreak|Fully Breaking Armour] with Supported Skills, you have a chance to gain an [Charges|Endurance Charge].",
              "explicitMods": [
                {
                  "line": "Break Armour equal to 20% of Physical Damage dealt by Supported Skill",
                  "short": "Break Armour equal to 20% of Physical Damage dealt by Supported Skill",
                  "maxLine": "Break Armour equal to 20% of Physical Damage dealt by Supported Skill",
                  "maxShort": "Break Armour equal to 20% of Physical Damage dealt by Supported Skill",
                  "q20Line": "Break Armour equal to 20% of Physical Damage dealt by Supported Skill",
                  "q20Short": "Break Armour equal to 20% of Physical Damage dealt by Supported Skill",
                  "ggpkStatIds": [
                    "armour_break_physical_damage_%_dealt_as_armour_break"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                },
                {
                  "line": "20% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "short": "20% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "maxLine": "20% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "maxShort": "20% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "q20Line": "20% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "q20Short": "20% chance to gain an Endurance Charge when Supported Skills Fully Break Armour",
                  "ggpkStatIds": [
                    "chance_to_gain_endurance_charge_on_armour_break_%"
                  ],
                  "ggpkSourcePath": "Data/StatDescriptions/gem_stat_descriptions.csd"
                }
              ],
              "qualityMods": [],
              "tags": [],
              "sourceKind": "ggpk-mechanics",
              "sourceParts": [
                "GGPK 4.5.5.1"
              ],
              "sourceLabel": "Exact client data",
              "hintTags": [
                {
                  "key": "hit",
                  "label": "Hit",
                  "source": "Hit",
                  "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                  "url": "https://poe2db.tw/us/Hit_Damage",
                  "related": [
                    {
                      "key": "damagingailments",
                      "label": "DamagingAilments",
                      "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                      "url": "https://poe2db.tw/us/Damaging_Ailments",
                      "related": [
                        {
                          "key": "ailments",
                          "label": "Ailments",
                          "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                          "url": "https://poe2db.tw/Ailments",
                          "related": [
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "chill",
                              "label": "Chill",
                              "description": "Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.\nCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.",
                              "url": "https://poe2db.tw/Chill",
                              "related": []
                            },
                            {
                              "key": "freeze",
                              "label": "Freeze",
                              "description": "Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.\nCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .",
                              "url": "https://poe2db.tw/Freeze",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "electrocute",
                              "label": "Electrocute",
                              "description": "Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\nOnly Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.",
                              "url": "https://poe2db.tw/us/Electrocution",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "bleeding",
                          "label": "Bleeding",
                          "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                          "url": "https://poe2db.tw/Bleeding",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "aggravate",
                              "label": "Aggravate",
                              "description": "Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\nOnce a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.\nEach Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.",
                              "url": "https://poe2db.tw/us/Aggravated_Bleeding",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "armourbreak",
                              "label": "ArmourBreak",
                              "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                              "url": "https://poe2db.tw/us/Armour_Break",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "ignite",
                          "label": "Ignite",
                          "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                          "url": "https://poe2db.tw/Ignite",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "fire",
                              "label": "Fire",
                              "description": "Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .",
                              "url": "https://poe2db.tw/Fire_Damage",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "flammability",
                              "label": "Flammability",
                              "description": "Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is.\nFire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.\nThe base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite .\nSince chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.\nEffects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%.\nMultiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.",
                              "url": "https://poe2db.tw/Flammability",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "poison",
                          "label": "Poison",
                          "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                          "url": "https://poe2db.tw/Poison",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "chaos_damage",
                              "label": "Chaos_Damage",
                              "description": "Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .\nChaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.",
                              "url": "https://poe2db.tw/Chaos_Damage",
                              "related": []
                            },
                            {
                              "key": "energyshield",
                              "label": "EnergyShield",
                              "description": "Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.\nChaos damage removes twice as much Energy Shield.\nDamage from Bleeding and Poison bypasses Energy Shield to remove Life directly.",
                              "url": "https://poe2db.tw/us/Energy_Shield",
                              "related": []
                            },
                            {
                              "key": "physical",
                              "label": "Physical",
                              "description": "10% increased Physical Damage",
                              "url": "https://poe2db.tw/Physical",
                              "related": []
                            },
                            {
                              "key": "contributes",
                              "label": "Contributes",
                              "description": "By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite .\nAllowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .\nFor Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).",
                              "url": "https://poe2db.tw/us/Damage_Contributing_to_Ailments",
                              "related": []
                            },
                            {
                              "key": "buffmagnitude",
                              "label": "BuffMagnitude",
                              "description": "The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.\nModifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.",
                              "url": "https://poe2db.tw/us/Buff_Debuff_Magnitude",
                              "related": []
                            },
                            {
                              "key": "premitigation",
                              "label": "Premitigation",
                              "description": "Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour , Resistances or Blocking , prevents any of that damage.\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.",
                              "url": "https://poe2db.tw/us/Pre-mitigation_Damage",
                              "related": []
                            },
                            {
                              "key": "debuff",
                              "label": "Debuff",
                              "description": "Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\nUnless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.",
                              "url": "https://poe2db.tw/us/Debuffs",
                              "related": []
                            },
                            {
                              "key": "shock",
                              "label": "Shock",
                              "description": "Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\nLightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.",
                              "url": "https://poe2db.tw/Shock",
                              "related": []
                            },
                            {
                              "key": "penetration",
                              "label": "Penetration",
                              "description": "Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default.\nSince Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .",
                              "url": "https://poe2db.tw/us/Resistance_Penetration",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "armour_break",
                  "label": "Break Armour",
                  "source": "Armour_Break",
                  "description": "Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.",
                  "url": "https://poe2db.tw/Armour_Break",
                  "related": [
                    {
                      "key": "armour",
                      "label": "Armour",
                      "description": "Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .\nDamage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.",
                      "url": "https://poe2db.tw/Armour",
                      "related": [
                        {
                          "key": "hit",
                          "label": "Hit",
                          "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                          "url": "https://poe2db.tw/us/Hit_Damage",
                          "related": [
                            {
                              "key": "damagingailments",
                              "label": "DamagingAilments",
                              "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                              "url": "https://poe2db.tw/us/Damaging_Ailments",
                              "related": []
                            }
                          ]
                        },
                        {
                          "key": "physical",
                          "label": "Physical",
                          "description": "10% increased Physical Damage",
                          "url": "https://poe2db.tw/Physical",
                          "related": []
                        }
                      ]
                    },
                    {
                      "key": "physical",
                      "label": "Physical",
                      "description": "10% increased Physical Damage",
                      "url": "https://poe2db.tw/Physical",
                      "related": []
                    },
                    {
                      "key": "hit",
                      "label": "Hit",
                      "description": "Any damage that isn't damage over time is Hit damage.\nDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.",
                      "url": "https://poe2db.tw/us/Hit_Damage",
                      "related": [
                        {
                          "key": "damagingailments",
                          "label": "DamagingAilments",
                          "description": "Ailments that deal damage are Bleeding , Ignite , and Poison .",
                          "url": "https://poe2db.tw/us/Damaging_Ailments",
                          "related": [
                            {
                              "key": "ailments",
                              "label": "Ailments",
                              "description": "Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .",
                              "url": "https://poe2db.tw/Ailments",
                              "related": []
                            },
                            {
                              "key": "bleeding",
                              "label": "Bleeding",
                              "description": "Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .\nPhysical damage from Hits Contributes to Bleeding Magnitude .\nDamage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\nThe base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.",
                              "url": "https://poe2db.tw/Bleeding",
                              "related": []
                            },
                            {
                              "key": "ignite",
                              "label": "Ignite",
                              "description": "Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.\nThe chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .\nFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.\nThe base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.",
                              "url": "https://poe2db.tw/Ignite",
                              "related": []
                            },
                            {
                              "key": "poison",
                              "label": "Poison",
                              "description": "Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .\nPhysical and Chaos damage from Hits Contribute to Poison Magnitude .\nDamage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\nThe base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\nModifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.",
                              "url": "https://poe2db.tw/Poison",
                              "related": []
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "key": "physical",
                  "label": "Physical Damage",
                  "source": "Physical",
                  "description": "10% increased Physical Damage",
                  "url": "https://poe2db.tw/Physical",
                  "related": []
                },
                {
                  "key": "charges",
                  "label": "Endurance Charge",
                  "source": "Charges",
                  "description": "Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\nThere are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.",
                  "url": "https://poe2db.tw/Charges",
                  "related": []
                }
              ],
              "hintOwnership": {
                "schemaVersion": "poe2-ggpk-structured-hints-v1",
                "owner": "GemEffects.SupportText",
                "keyAuthority": "GGPK bracket leftKey",
                "popupJoin": "pipeline/v2/generated/poe2db-keyword-popups.json",
                "status": "complete",
                "tokens": [
                  {
                    "start": 21,
                    "end": 26,
                    "raw": "[Hit]",
                    "leftKey": "Hit",
                    "label": "Hit",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 50,
                    "end": 60,
                    "raw": "[Hit|Hits]",
                    "leftKey": "Hit",
                    "label": "Hits",
                    "canonicalKey": "hit",
                    "resolved": true
                  },
                  {
                    "start": 64,
                    "end": 90,
                    "raw": "[ArmourBreak|Break Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Break Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 113,
                    "end": 139,
                    "raw": "[Physical|Physical Damage]",
                    "leftKey": "Physical",
                    "label": "Physical Damage",
                    "canonicalKey": "physical",
                    "resolved": true
                  },
                  {
                    "start": 150,
                    "end": 185,
                    "raw": "[ArmourBreak|Fully Breaking Armour]",
                    "leftKey": "ArmourBreak",
                    "label": "Fully Breaking Armour",
                    "canonicalKey": "armour_break",
                    "resolved": true
                  },
                  {
                    "start": 238,
                    "end": 264,
                    "raw": "[Charges|Endurance Charge]",
                    "leftKey": "Charges",
                    "label": "Endurance Charge",
                    "canonicalKey": "charges",
                    "resolved": true
                  }
                ],
                "unresolvedLeftKeys": []
              },
              "ggpk": {
                "recordId": "skill-gem:653",
                "baseItemId": "Metadata/Items/Gems/SupportGemSplinterThree",
                "activeSkillId": "",
                "grantedEffectId": "SupportArmourBreakPlayerThree",
                "descriptionSource": "GemEffects.SupportText",
                "statDescriptionPaths": [],
                "csdStatus": "full",
                "availability": "unresolved",
                "currentness": "unresolved",
                "presentationDdsPath": "Art/2DArt/SkillIcons/Support/ArmourBreakSupport.dds",
                "itemDdsPath": "Art/2DItems/Gems/New/NewSupport/ArmourBreakSupportGem.dds"
              }
            }
          ],
          "visibleRules": [
            {
              "text": "Debuff negates all Armour, and causes increased Physical damage taken from Hits except on players.",
              "sourceKind": "ggpk-buff-description",
              "hintKey": "",
              "source": "",
              "url": ""
            }
          ],
          "sourceAudit": {
            "matchedClientRecords": 21,
            "publishedCards": 10,
            "truncated": true,
            "matchTerms": [
              "Fully Broken Armour",
              "Armour Break",
              "Broken Armour"
            ],
            "availabilityPolicy": "client-present / availability-unresolved"
          },
          "statusIcon": {
            "url": "/img/pipeline/v2/ggpk-assets/4.5.5.1/raw-v1/armourbreak2bufficon-d51dc192014c0994.webp",
            "definitionRow": 2222,
            "visualRow": 2134,
            "visualId": "armour_broken",
            "ggpkPath": "Art/2DArt/BuffIcons/ArmourBreak2BuffIcon.dds",
            "mapping": "BuffDefinitions.BuffVisual",
            "sha256": "b784f121a8d37fe55108eea6f73c0edd211d32019cd750f9bbee5c85f5fe6667"
          }
        }
      ]
    }
  ]
}
